more holding bug fixes, new mod cardnality, difficulty scaling bug fixes
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16
js/level.js
16
js/level.js
@@ -14,9 +14,9 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(21)
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// mech.fieldUpgrades[2].effect();
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// b.giveMod(22)
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// b.giveGuns(0)
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// mech.setField(2)
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b.giveMod(20)
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level.intro(); //starting level
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// level.testingMap();
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@@ -111,7 +111,7 @@ const level = {
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// spawn.lineBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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// spawn.bodyRect(-135, -50, 50, 50);
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// spawn.bodyRect(-140, -100, 50, 50);
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powerUps.spawn(420, -400, "mod", false);
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powerUps.spawn(420, -400, "field", false);
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// powerUps.spawn(420, -400, "field", false);
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// powerUps.spawn(420, -400, "field", false);
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// powerUps.spawn(420, -400, "field", false);
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@@ -119,10 +119,10 @@ const level = {
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// powerUps.spawn(450, -400, "mod", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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// spawn.groupBoss(800, -1050);
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spawn.starter(400, -1050);
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spawn.starter(1200, -1050);
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// spawn.starter(400, -1050);
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// spawn.starter(1200, -1050);
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// spawn.groupBoss(-600, -550);
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spawn.starter(800, -150);
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// spawn.starter(800, -150);
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// spawn.beamer(800, -150);
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// spawn.grower(800, -250);
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// spawn.blinker(800, -250, 40);
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@@ -184,7 +184,7 @@ const level = {
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}
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blockDoor(710, -710);
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spawn[spawn.pickList[0]](1500, -200, 100 + game.difficulty * 8);
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spawn[spawn.pickList[0]](1500, -200, 150 + Math.random() * 30);
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spawn.mapRect(2500, -1200, 200, 750); //right wall
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blockDoor(2585, -210)
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spawn.mapRect(2500, -200, 200, 300); //right wall
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