custom mode UI improvements
This commit is contained in:
@@ -276,7 +276,7 @@ const b = {
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maxCount: 4,
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maxCount: 4,
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count: 0,
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count: 0,
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effect() {
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effect() {
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b.modEnergySiphon += 0.18;
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b.modEnergySiphon += 0.15;
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mech.fieldMeter = mech.fieldEnergyMax
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mech.fieldMeter = mech.fieldEnergyMax
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}
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}
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},
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},
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@@ -328,6 +328,15 @@ const b = {
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mech.fieldMeter = mech.fieldEnergyMax
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mech.fieldMeter = mech.fieldEnergyMax
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}
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}
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},
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},
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{
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name: "quantum immortality", //28
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
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maxCount: 1,
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count: 0,
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effect() {
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b.isModImmortal = true;
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}
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},
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{
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{
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name: "+1 cardinality", //24
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name: "+1 cardinality", //24
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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@@ -359,15 +368,6 @@ const b = {
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//have state is checked in mech.death()
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//have state is checked in mech.death()
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}
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}
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},
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},
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{
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name: "quantum immortality", //28
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
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maxCount: 1,
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count: 0,
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effect() {
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b.isModImmortal = true;
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}
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},
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],
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],
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giveMod(index = 'random') {
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giveMod(index = 'random') {
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if (index === 'random') {
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if (index === 'random') {
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35
js/index.js
35
js/index.js
@@ -2,12 +2,15 @@
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/* TODO: *******************************************
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/* TODO: *******************************************
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*****************************************************
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*****************************************************
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show difficulty increase text in custom mode
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chart showing info about each mob type
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can use css-grid chart like custom mod
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add setting for random drops instead of choosing
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add setting for random drops instead of choosing
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rework custom mode
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custom mode
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custom mode grey out mods that are bad, like selection based mods
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custom mode grey out mods that are bad, like selection based mods
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enable recursive mods
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remove 5 mod cap on custom mode
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change nail-bot's movement
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change nail-bot's movement
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maybe have it move in a circle around player?
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maybe have it move in a circle around player?
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@@ -158,12 +161,14 @@ const build = {
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list: [],
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list: [],
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choosePowerUp(who, index, type) {
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choosePowerUp(who, index, type) {
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if (type === "field" || type === "gun") {
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if (type === "field" || type === "gun") {
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let isDeselect = false
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//if already click, toggle off
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//if already click, toggle off
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for (let i = 0; i < build.list.length; i++) {
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for (let i = 0; i < build.list.length; i++) {
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if (build.list[i].index === index && build.list[i].type === type) {
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if (build.list[i].index === index && build.list[i].type === type) {
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build.list.splice(i, 1);
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build.list.splice(i, 1);
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who.style.backgroundColor = "#fff"
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who.style.backgroundColor = "#fff"
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return
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isDeselect = true
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break
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}
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}
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}
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}
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//check if trying to get a second field
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//check if trying to get a second field
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@@ -175,11 +180,13 @@ const build = {
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}
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}
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}
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}
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}
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}
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who.style.backgroundColor = "#919ba8" //"#868f9a"
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if (!isDeselect) {
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build.list[build.list.length] = {
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who.style.backgroundColor = "#919ba8" //"#868f9a"
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who: who,
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build.list[build.list.length] = {
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index: index,
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who: who,
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type: type,
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index: index,
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type: type,
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}
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}
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}
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} else if (type === "mod") {
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} else if (type === "mod") {
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if (who.style.backgroundColor !== "#919ba8") who.style.backgroundColor = "#919ba8" //"#868f9a"
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if (who.style.backgroundColor !== "#919ba8") who.style.backgroundColor = "#919ba8" //"#868f9a"
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@@ -212,6 +219,8 @@ const build = {
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who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name}</div> ${b.mods[index].description}`
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who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name}</div> ${b.mods[index].description}`
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}
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}
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}
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}
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document.title = `effective starting level: ${build.list.length * game.difficultyMode}`
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// document.getElementById("starting-level").innerHTML = `effective starting level: ${build.list.length * game.difficultyMode}`
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},
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},
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removeMod(index) {
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removeMod(index) {
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for (let i = build.list.length - 1; i > -1; i--) {
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for (let i = build.list.length - 1; i > -1; i--) {
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@@ -256,7 +265,7 @@ document.getElementById("build-button").addEventListener("click", () => {
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</g>
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</g>
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</svg>
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</svg>
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</div>
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</div>
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<div class="build-grid-module" style="font-size: 1.00em; line-height: 175%;">
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<div id ="starting-level" class="build-grid-module" style="font-size: 1.00em; line-height: 175%;">
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each power up you select will increase the starting level by one
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each power up you select will increase the starting level by one
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</div>`
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</div>`
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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@@ -266,7 +275,11 @@ document.getElementById("build-button").addEventListener("click", () => {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
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}
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}
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for (let i = 0, len = b.mods.length; i < len; i++) {
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for (let i = 0, len = b.mods.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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if (b.mods[i].name === "Born rule" || b.mods[i].name === "Bayesian inference" || b.mods[i].name === "+1 cardinality") {
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text += `<div class="build-grid-module" style="opacity:0.3;"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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} else {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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}
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}
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}
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el.innerHTML = text
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el.innerHTML = text
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el.style.display = "grid"
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el.style.display = "grid"
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@@ -940,7 +940,7 @@ const spawn = {
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me.leaveBody = false;
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me.leaveBody = false;
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// me.dropPowerUp = false;
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// me.dropPowerUp = false;
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me.onDeath = function () { //run this function on death
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me.onDeath = function () { //run this function on death
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for (let i = 0; i < Math.ceil(this.mass * 0.2 + Math.random() * 3); ++i) {
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for (let i = 0; i < Math.ceil(this.mass * 0.15 + Math.random() * 2.5); ++i) {
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spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2.5, this.position.y + (Math.random() - 0.5) * radius * 2.5);
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spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2.5, this.position.y + (Math.random() - 0.5) * radius * 2.5);
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Matter.Body.setVelocity(mob[mob.length - 1], {
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x + (Math.random() - 0.5) * 15,
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x: this.velocity.x + (Math.random() - 0.5) * 15,
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