difficulty bug fix
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12
js/level.js
12
js/level.js
@@ -10,21 +10,21 @@ const level = {
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levels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
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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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// level.difficultyIncrease(8)
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// game.enableConstructMode() //used to build maps in testing mode
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.isCloak = true;
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// mech.setField("perfect diamagnetism")
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// b.giveGuns("laser")
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// b.giveGuns("nail gun")
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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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// mod.giveMod("eddy current brake")
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level.intro(); //starting level
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// level.testing(); //not in rotation
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// level.intro(); //starting level
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level.testing(); //not in rotation
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// level.template() //not in rotation
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// level.testChamber() //less mobs, more puzzle
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// level.sewers();
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@@ -150,12 +150,12 @@ const level = {
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// spawn.sniper(1800, -120)
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// spawn.sniper(2200, -120)
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// spawn.cellBossCulture(1600, -500)
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spawn.starter(1600, -500)
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// spawn.starter(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.spiderBoss(1200, -500)
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spawn.snakeBoss(1200, -500)
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// spawn.timeSkipBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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},
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