foam charges
apomixis spawns 8 bosses (up from 4) foam gun now charges up until you release the fire button
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13
js/level.js
13
js/level.js
@@ -16,11 +16,11 @@ const level = {
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("nano-scale manufacturing")
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// b.giveGuns("nail gun")
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// b.giveGuns("foam")
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 1; i++) tech.giveTech("dynamo-bot")
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// tech.giveTech("diffraction grating")
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// tech.giveTech("pulse")
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// tech.giveTech("superfluidity")
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// tech.giveTech("ice crystal nucleation")
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// tech.giveTech("needle gun")
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// tech.giveTech("cardinality")
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// tech.giveTech("Bayesian statistics")
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@@ -111,7 +111,10 @@ const level = {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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m.switchWorlds()
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simulation.trails()
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for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "heal", false);
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powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "ammo", false);
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powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "research", false);
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}
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if (tech.isHealLowHealth) {
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const len = Math.floor((m.maxHealth - m.health) / 0.5)
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@@ -1108,7 +1111,7 @@ const level = {
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// simulation.difficulty = 30
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spawn.starter(1900, -500, 100) //big boy
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// spawn.grower(1900, -500)
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spawn.grower(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shooterBoss(1900, -500)
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// spawn.launcherBoss(1200, -500)
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