foam wall collisions, Bayesian one choice
This commit is contained in:
50
js/level.js
50
js/level.js
@@ -15,10 +15,10 @@ const level = {
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if (build.isURLBuild && level.levelsCleared === 0) build.onLoadPowerUps();
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// level.difficultyIncrease(9)
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// b.giveGuns("missiles")
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b.giveGuns("foam")
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// mech.setField("time dilation field")
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// b.giveMod("renormalization");
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// b.giveMod("pocket universe");
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// b.giveMod("quantum tunneling");
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// b.giveGuns("grenades")
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// b.giveMod("rocket-propelled grenade");
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// mech.setField("pilot wave")
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@@ -100,7 +100,7 @@ const level = {
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//******************************************************************************************************************
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testing() {
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level.difficultyIncrease(9);
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level.difficultyIncrease(19);
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spawn.setSpawnList();
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spawn.setSpawnList();
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level.defaultZoom = 1500
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@@ -153,12 +153,16 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.bomberBoss(2900, -500)
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spawn.stabber(1200, -500)
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// spawn.chaser(1200, -500)
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spawn.suckerBoss(1200, -500)
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// spawn.hopper(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.nodeBoss(1200, -500, "spiker")
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// spawn.hopper(1200, -500)
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// spawn.timeSkipBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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spawn.boost()
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spawn.boost(1500, 0, 1400);
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},
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bosses() {
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@@ -254,28 +258,35 @@ const level = {
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
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document.body.style.backgroundColor = "#eee";
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document.body.style.backgroundColor = "#ddd";
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// game.draw.mapFill = "#444"
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// game.draw.bodyFill = "rgba(140,140,140,0.85)"
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// game.draw.bodyStroke = "#222"
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level.fill.push({
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x: 2600,
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y: -600,
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width: 400,
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height: 500,
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color: "rgba(0,255,255,0.05)"
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});
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level.fillBG.push({
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x: 2600,
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y: -600,
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width: 400,
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height: 500,
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color: "#dee"
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color: "#fff"
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});
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level.fill.push({
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x: -150,
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y: -1000,
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width: 2750,
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height: 1000,
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color: "rgba(0,10,30,0.04)"
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});
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// level.fill.push({
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// x: -150,
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// y: -1000,
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// width: 2750,
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// height: 1000,
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// color: "rgba(0,10,30,0.04)"
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// });
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const lineColor = "#ddd"
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const lineColor = "#ccc"
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level.fillBG.push({
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x: 1600,
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y: -500,
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@@ -428,8 +439,7 @@ const level = {
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spawn.bodyRect(2000, 50, 60, 60);
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// spawn.bodyRect(1650, 50, 300, 200);
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spawn.bodyRect(3175, -155, 325, 325);
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spawn.mapRect(1800, 175, 800, 100); //stops above body from moving to right
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spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
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//exit building
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// spawn.mapRect(-100, -410, 100, 30);
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spawn.mapRect(-300, -800, 500, 50);
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@@ -509,7 +519,7 @@ const level = {
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});
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//far right structure
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spawn.mapRect(5200, -775, 100, 920);
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spawn.mapRect(5200, -725, 100, 870);
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spawn.mapRect(5300, -1075, 350, 1220);
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spawn.boost(5825, 235, 1400);
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level.fill.push({
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@@ -528,8 +538,8 @@ const level = {
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height: 1500,
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color: "rgba(0,20,40,0.13)"
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});
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spawn.mapRect(4000, -400, 325, 50);
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spawn.mapRect(4725, -400, 325, 50);
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spawn.mapRect(3950, -350, 375, 50);
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spawn.mapRect(4725, -350, 375, 50);
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spawn.mapRect(4000, -1300, 1050, 100);
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//steep stairs
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