vaccum bomb grenade mod
gun: vacuum bomb is removed
mod: vacuum bomb - grenades fire slower, explode bigger and, suck everything towards them
laser and diffuse laser graphics are better
mod: output coupler - diffuse laser beam is 30% wider and does 30% more damage
requires diffuse beam
level number doesn't increase if you skip the boss (in the late game)
This commit is contained in:
20
js/level.js
20
js/level.js
@@ -7,6 +7,7 @@ const level = {
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defaultZoom: 1400,
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onLevel: 0,
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levelsCleared: 0,
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bossKilled: false,
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levels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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@@ -16,11 +17,11 @@ const level = {
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// game.setZoom();
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// mech.isCloak = true;
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// mech.setField("wormhole")
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// b.giveGuns("flechettes")
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// b.giveGuns("grenades")
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// for (let i = 0; i < 10; i++) {
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// mod.giveMod("laser-bot");
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// }
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// mod.giveMod("supercritical fission")
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// mod.giveMod("vacuum bomb")
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level.intro(); //starting level
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@@ -544,7 +545,7 @@ const level = {
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spawn.bodyRect(6800, 2490, 50, 50);
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spawn.bodyRect(6800, 2540, 50, 50);
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spawn.bodyRect(6800, 2590, 50, 50);
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spawn.bodyRect(8225, 2225, 50, 375);
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spawn.bodyRect(8225, 2225, 100, 100);
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spawn.mapRect(6250, 1875, 700, 150);
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spawn.mapRect(8000, 1875, 600, 150);
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@@ -578,6 +579,7 @@ const level = {
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powerUps.addRerollToLevel() //needs to run after mobs are spawned
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},
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bosses() {
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level.bossKilled = true; //if there is no boss this needs to be true to increase levels
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level.custom = () => {
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level.playerExitCheck();
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};
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@@ -639,6 +641,7 @@ const level = {
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powerUps.addRerollToLevel() //needs to run after mobs are spawned
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},
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intro() {
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level.bossKilled = true; //if there is no boss this needs to be true to increase levels
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level.custom = () => {
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level.playerExitCheck();
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};
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@@ -1477,7 +1480,7 @@ const level = {
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spawn.randomMob(3600, -500, 0.8);
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spawn.randomMob(3400, -200, 0.8);
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spawn.randomMob(1650, -1300, 0.7)
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spawn.randomMob(-4100, -50, 0.7);
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spawn.randomMob(4100, -50, 0.7);
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spawn.randomMob(4100, -50, 0.5);
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spawn.randomMob(1700, -50, 0.3)
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spawn.randomMob(2350, -900, 0.3)
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@@ -3882,15 +3885,18 @@ const level = {
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},
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custom() {}, //each level runs it's own custom code (level exits, ...)
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nextLevel() {
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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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if (level.bossKilled || level.levelsCleared < level.levels.length) {
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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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}
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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 (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
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if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
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level.bossKilled = false;
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//reset lost mod display
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for (let i = 0; i < mod.mods.length; i++) {
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if (mod.mods[i].isLost) mod.mods[i].isLost = false;
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