setting up status effecs on mobs
This commit is contained in:
10
js/level.js
10
js/level.js
@@ -14,13 +14,13 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(9)
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// b.giveGuns("wave beam")
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b.giveGuns("minigun")
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// mech.setField("phase decoherence field")
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// b.giveMod("quantum dissipation");
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// b.giveMod("reflective cavity");
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level.intro(); //starting level
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// level.testingMap();
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// level.intro(); //starting level
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level.testingMap();
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// level.bosses();
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// level.satellite();
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// level.skyscrapers();
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@@ -140,8 +140,8 @@ const level = {
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// powerUps.spawn(450, -400, "mod", false, 6);
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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.springer(800, -450);
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spawn.cellBoss(400, -750);
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spawn.starter(800, -450);
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// spawn.cellBoss(400, -750);
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// spawn.randomLevelBoss(400, -750)
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