evening out level bumps
This commit is contained in:
@@ -145,9 +145,9 @@ const b = {
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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return b.isModLowHealthDmg
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return true
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},
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},
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requires: "quasistatic equilibrium",
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requires: "",
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effect: () => {
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effect: () => {
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b.modMobDieAtHealth = 0.15
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b.modMobDieAtHealth = 0.15
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},
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},
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38
js/level.js
38
js/level.js
@@ -193,6 +193,8 @@ const level = {
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mech.setPosToSpawn(0, -750); //normal spawn
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mech.setPosToSpawn(0, -750); //normal spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = 6500;
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level.exit.x = 6500;
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level.exit.y = -230;
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level.exit.y = -230;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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@@ -253,6 +255,8 @@ const level = {
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level.exit.x = 2800;
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level.exit.x = 2800;
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level.exit.y = -335;
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level.exit.y = -335;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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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 = "#fff";
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document.body.style.backgroundColor = "#fff";
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level.fillBG.push({
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level.fillBG.push({
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x: 2600,
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x: 2600,
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@@ -331,7 +335,6 @@ const level = {
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spawn.mapRect(-250, -2800, 3600, 1800); //roof
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spawn.mapRect(-250, -2800, 3600, 1800); //roof
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spawn.mapRect(2600, -300, 500, 500); //exit shelf
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spawn.mapRect(2600, -300, 500, 500); //exit shelf
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spawn.mapRect(2600, -1200, 500, 600); //exit roof
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spawn.mapRect(2600, -1200, 500, 600); //exit roof
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.mapRect(-95, -1100, 80, 110); //wire source
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spawn.mapRect(-95, -1100, 80, 110); //wire source
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spawn.mapRect(410, -10, 90, 20); //small platform for player
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spawn.mapRect(410, -10, 90, 20); //small platform for player
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@@ -389,6 +392,8 @@ const level = {
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level.exit.x = -100;
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level.exit.x = -100;
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level.exit.y = -425;
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level.exit.y = -425;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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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 + 15, 100, 50); //exit bump
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powerUps.spawnStartingPowerUps(4450, -1400);
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powerUps.spawnStartingPowerUps(4450, -1400);
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spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
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spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
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@@ -412,7 +417,7 @@ const level = {
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spawn.mapRect(1800, 175, 800, 100); //stops above body from moving to right
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spawn.mapRect(1800, 175, 800, 100); //stops above body from moving to right
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//exit building
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//exit building
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spawn.mapRect(-100, -410, 100, 30);
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// spawn.mapRect(-100, -410, 100, 30);
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spawn.mapRect(-300, -800, 500, 50);
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spawn.mapRect(-300, -800, 500, 50);
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spawn.mapRect(150, -800, 50, 110);
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spawn.mapRect(150, -800, 50, 110);
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spawn.bodyRect(170, -690, 14, 175, 1, spawn.propsFriction); //door to exit room
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spawn.bodyRect(170, -690, 14, 175, 1, spawn.propsFriction); //door to exit room
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@@ -569,7 +574,7 @@ const level = {
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if (Math.random() < 0.75) {
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if (Math.random() < 0.75) {
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//normal direction start in top left
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//normal direction start in top left
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mech.setPosToSpawn(-450, -2050);
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mech.setPosToSpawn(-450, -2060);
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level.exit.x = 3600;
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level.exit.x = 3600;
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level.exit.y = -300;
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level.exit.y = -300;
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spawn.mapRect(3600, -285, 100, 50); //ground bump wall
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spawn.mapRect(3600, -285, 100, 50); //ground bump wall
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@@ -586,7 +591,7 @@ const level = {
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});
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});
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} else {
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} else {
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//reverse direction, start in bottom right
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//reverse direction, start in bottom right
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mech.setPosToSpawn(3650, -310);
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mech.setPosToSpawn(3650, -325);
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level.exit.x = -550;
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level.exit.x = -550;
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level.exit.y = -2030;
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level.exit.y = -2030;
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spawn.mapRect(-550, -2015, 100, 50); //ground bump wall
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spawn.mapRect(-550, -2015, 100, 50); //ground bump wall
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@@ -601,6 +606,7 @@ const level = {
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}
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}
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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spawn.debris(1650, -1800, 3800, 16); //16 debris per level
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spawn.debris(1650, -1800, 3800, 16); //16 debris per level
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@@ -768,6 +774,7 @@ const level = {
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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powerUps.spawnStartingPowerUps(1075, -550);
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powerUps.spawnStartingPowerUps(1075, -550);
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spawn.debris(-250, 50, 1650, 2); //16 debris per level
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spawn.debris(-250, 50, 1650, 2); //16 debris per level
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@@ -840,7 +847,6 @@ const level = {
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}
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}
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// starting room
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// starting room
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spawn.mapRect(-100, -1010, 100, 30);
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spawn.mapRect(-300, -1000, 600, 50);
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spawn.mapRect(-300, -1000, 600, 50);
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spawn.mapRect(-300, -1300, 450, 50);
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spawn.mapRect(-300, -1300, 450, 50);
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spawn.mapRect(-300, -1300, 50, 350);
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spawn.mapRect(-300, -1300, 50, 350);
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@@ -929,11 +935,13 @@ const level = {
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level.defaultZoom = 2000
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level.defaultZoom = 2000
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game.zoomTransition(level.defaultZoom)
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game.zoomTransition(level.defaultZoom)
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mech.setPosToSpawn(-50, -50); //normal spawn
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mech.setPosToSpawn(-50, -60); //normal spawn
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//mech.setPosToSpawn(1550, -1200); //spawn left high
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//mech.setPosToSpawn(1550, -1200); //spawn left high
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//mech.setPosToSpawn(1800, -2000); //spawn near exit
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//mech.setPosToSpawn(1800, -2000); //spawn near exit
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = 1500;
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level.exit.x = 1500;
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level.exit.y = -1875;
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level.exit.y = -1875;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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@@ -1086,6 +1094,8 @@ const level = {
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//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
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//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = -4275;
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level.exit.x = -4275;
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level.exit.y = -2805;
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level.exit.y = -2805;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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@@ -1262,12 +1272,12 @@ const level = {
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game.zoomTransition(level.defaultZoom)
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game.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#dcdcde" //"#f2f5f3";
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document.body.style.backgroundColor = "#dcdcde" //"#f2f5f3";
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mech.setPosToSpawn(25, -60); //normal spawn
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mech.setPosToSpawn(25, -55); //normal spawn
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//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
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//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = 425;
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level.exit.x = 425;
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level.exit.y = -35;
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level.exit.y = -30;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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//level.addQueryRegion(-600, -250, 180, 420, "death", [[player]],{});
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//level.addQueryRegion(-600, -250, 180, 420, "death", [[player]],{});
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@@ -1323,16 +1333,16 @@ const level = {
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spawn.mapRect(-1900, -600, 100, 1300);
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spawn.mapRect(-1900, -600, 100, 1300);
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//house
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//house
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spawn.mapRect(-175, -550, 50, 400);
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spawn.mapRect(-175, -550, 50, 400);
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spawn.mapRect(-175, -15, 350, 50);
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spawn.mapRect(-175, -10, 350, 50);
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spawn.mapRect(-25, -25, 100, 50);
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spawn.mapRect(-25, -20, 100, 50);
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// spawn.mapRect(-175, -275, 350, 25);
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// spawn.mapRect(-175, -275, 350, 25);
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// spawn.mapRect(-175, -250, 25, 75);
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// spawn.mapRect(-175, -250, 25, 75);
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// spawn.bodyRect(-170, -175, 14, 160, 1, spawn.propsFriction); //door to starting room
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// spawn.bodyRect(-170, -175, 14, 160, 1, spawn.propsFriction); //door to starting room
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//exit house
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//exit house
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spawn.mapRect(300, -15, 350, 50);
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spawn.mapRect(300, -10, 350, 50);
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spawn.mapRect(-150, -300, 800, 50);
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spawn.mapRect(-150, -300, 800, 50);
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spawn.mapRect(600, -275, 50, 75);
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spawn.mapRect(600, -275, 50, 75);
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spawn.mapRect(425, -25, 100, 25);
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spawn.mapRect(425, -20, 100, 25);
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// spawn.mapRect(-1900, 600, 2700, 100);
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// spawn.mapRect(-1900, 600, 2700, 100);
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spawn.mapRect(1100, 0, 150, 1500);
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spawn.mapRect(1100, 0, 150, 1500);
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spawn.mapRect(-2850, 1400, 4100, 100);
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spawn.mapRect(-2850, 1400, 4100, 100);
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@@ -1445,7 +1455,7 @@ const level = {
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// spawn.randomSmallMob(3550, -550);
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// spawn.randomSmallMob(3550, -550);
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} else {
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} else {
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//reverse direction, start in bottom right
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//reverse direction, start in bottom right
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mech.setPosToSpawn(3250, -530); //normal spawn
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mech.setPosToSpawn(3250, -550); //normal spawn
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level.exit.x = 1375;
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level.exit.x = 1375;
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level.exit.y = -1530;
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level.exit.y = -1530;
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spawn.bodyRect(3655, -650, 40, 150); //door
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spawn.bodyRect(3655, -650, 40, 150); //door
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@@ -1453,6 +1463,8 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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document.body.style.backgroundColor = "#e0e5e0";
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document.body.style.backgroundColor = "#e0e5e0";
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2
todo.txt
2
todo.txt
@@ -1,7 +1,5 @@
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************** TODO - n-gon **************
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************** TODO - n-gon **************
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level - decrease all lips from 15 to 10 (under the new gravity players get stuck)
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consider making jumping cost energy (like stamina)
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consider making jumping cost energy (like stamina)
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should walking cost energy too?
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should walking cost energy too?
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