overfill
update to mod: anthropic principle - only works once per level but gives 6 seconds of damage immunity and 2 extra heal power ups most energy regeneration effects now overfill energy above the max by default piezo electricity over fills energy by 300% (was 100%)
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16
js/level.js
16
js/level.js
@@ -8,7 +8,8 @@ const level = {
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onLevel: -1,
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levelsCleared: 0,
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bossKilled: false,
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levels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
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playableLevels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
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levels: [],
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// level.difficultyIncrease(8)
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@@ -17,7 +18,7 @@ const level = {
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// game.setZoom();
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// mech.isCloak = true;
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// mech.setField("wormhole")
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// b.giveGuns("grenades")
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// b.giveGuns("laser")
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// for (let i = 0; i < 10; i++) {
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// mod.giveMod("laser-bot");
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// }
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@@ -3796,26 +3797,19 @@ const level = {
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}
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},
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nextLevel() {
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if (level.bossKilled) {
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level.levelsCleared++;
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// level.levels.unshift("gauntlet"); //add bosses level to the end of the randomized levels list
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// level.levels.unshift("finalBoss"); //add bosses level to the end of the randomized levels list
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}
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if (level.bossKilled) level.levelsCleared++;
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level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
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if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
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level.onLevel++; //cycles map to next level
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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//reset lost mod display
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for (let i = 0; i < mod.mods.length; i++) {
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if (mod.mods[i].isLost) mod.mods[i].isLost = false;
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}
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mod.isDeathAvoidedThisLevel = false;
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game.updateModHUD();
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game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
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},
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