classic n-gon links
nailgun mod
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@@ -16,9 +16,9 @@ const level = {
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.isStealth = true;
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// b.giveGuns("rail gun")
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// b.giveGuns("minigun")
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// mech.setField("standing wave harmonics")
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// mod.giveMod("frame-dragging");
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// mod.giveMod("nail gun");
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -59,7 +59,6 @@ const level = {
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const len = Math.floor((mech.maxHealth - mech.health) / 0.5)
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for (let i = 0; i < len; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
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}
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}
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if (mod.isGunCycle) {
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@@ -138,7 +137,7 @@ const level = {
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.spawner(1600, -500)
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// spawn.sniper(1700, -120, 50)
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spawn.springer(1400, -120)
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spawn.starter(1400, -120, 100)
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// spawn.sniper(1800, -120)
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// spawn.sniper(2200, -120)
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// spawn.cellBossCulture(1600, -500)
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@@ -3214,8 +3213,8 @@ const level = {
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level.levelsCleared++;
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level.onLevel++; //cycles map to next level
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
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if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
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if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
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game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
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},
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