skins
some tech come with a skin - but only 1 at a time tech aperture - skin, damage cycles between -25% and +125% tungsten carbide - skin, +100->150 max health mass-energy equivalence - skin, gets a bit more benefit from defense CPT symmetry - skin, costs a bit less energy flip-flop, and relay switch and a few JUNK tech are also skins some new images bug fixes
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@@ -676,48 +676,6 @@ const simulation = {
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},
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fpsInterval: 0, //set in startGame
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then: null,
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introPlayer() { //not work, but trying to show player in the intro screen
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setTimeout(() => {
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document.getElementById("info").style.display = "none";
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document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
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simulation.clearMap()
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m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
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m.spawn(); //spawns the player
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m.look = m.lookDefault
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//level
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level.testing(); //not in rotation, used for testing
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//load level
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simulation.setZoom();
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level.addToWorld(); //add bodies to game engine
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simulation.draw.setPaths();
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function cycle() {
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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simulation.wipe();
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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// m.look();
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// simulation.camera();
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m.draw();
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m.hold();
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simulation.draw.drawMapPath();
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ctx.restore();
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if (simulation.onTitlePage) requestAnimationFrame(cycle);
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}
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requestAnimationFrame(cycle)
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}, 1000);
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},
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startGame(isBuildRun = false, isTrainingRun = false) {
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simulation.isTextLogOpen = true
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simulation.clearMap()
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@@ -762,7 +720,7 @@ const simulation = {
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})
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// ctx.shadowColor = '#000';
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if (!m.isShipMode) {
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m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
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m.resetSkin() //set the play draw to normal, undoing some junk tech
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m.spawn(); //spawns the player
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m.look = m.lookDefault
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} else {
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