bug fix on final boss kill
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50
js/level.js
50
js/level.js
@@ -17,7 +17,7 @@ const level = {
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// mech.setField("plasma torch")
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// b.giveGuns("foam")
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// b.giveGuns("missiles")
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// tech.isMineSentry = true
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// tech.giveTech("foam fractionation")
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// tech.giveTech("missile-bot")
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@@ -99,15 +99,21 @@ const level = {
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//******************************************************************************************************************
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//******************************************************************************************************************
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escape() {
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const hazard = level.hazard(-1775, 150, 3575, 650, 0.01, "hsla(160, 100%, 35%,0.75)")
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// level.bossKilled = false; // if a boss needs to be killed
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const hazardSlime = level.hazard(-1775, 150, 3575, 650, 0.01, "hsla(160, 100%, 35%,0.75)")
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// const hazardLaser1 = level.hazard(-475, -800, 1, 800, 0.4, "#50f", true) //laser
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// const hazardLaser2 = level.hazard(475, -800, 1, 800, 0.4, "#50f", true) //laser
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level.custom = () => {
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// level.playerExitCheck();
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hazard.query();
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hazardSlime.query();
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// hazardLaser1.query();
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// hazardLaser2.query();
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// hazard.level(true)
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};
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level.customTopLayer = () => {
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hazard.draw();
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hazardSlime.drawTides();
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// hazardLaser1.draw();
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// hazardLaser2.draw();
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};
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level.setPosToSpawn(0, -50); //normal spawn
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@@ -116,14 +122,16 @@ const level = {
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level.exit.y = 200;
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level.defaultZoom = 1000
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#aaa";
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// level.fill.push({ //foreground
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// x: 2500,
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// y: -1100,
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// width: 450,
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// height: 250,
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// color: "rgba(0,0,0,0.1)"
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// });
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// document.body.style.backgroundColor = "#aaa";
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document.body.style.backgroundColor = "#ddd";
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level.fill.push({ //foreground
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x: -1950,
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y: -950,
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width: 3900,
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height: 1900,
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color: "rgba(0,0,0,0.1)"
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});
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// level.fillBG.push({ //background
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// x: 1300,
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// y: -1800,
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@@ -137,7 +145,16 @@ const level = {
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spawn.mapRect(-2000, -1000, 4000, 200); //ceiling
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spawn.mapRect(-2000, -1000, 225, 2000); //left
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spawn.mapRect(1800, -1000, 200, 2000); //right
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spawn.mapRect(-500, -5, 25, 50); //edge shelf
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spawn.mapRect(475, -5, 25, 50); //edge shelf
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// spawn.mapRect(-500, -820, 50, 25); //edge shelf ceiling
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// spawn.mapRect(450, -820, 50, 25); //edge shelf ceiling
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// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
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setTimeout(() => { simulation.makeTextLog(`test`) }, 3000);
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},
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testing() {
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const button = level.button(200, -700)
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@@ -4495,6 +4512,13 @@ const level = {
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ctx.fillRect(this.min.x, this.min.y, this.width, this.height)
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}
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},
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drawTides() {
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if (this.isOn) {
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ctx.fillStyle = color
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const offset = 10 * Math.sin(simulation.cycle * 0.015)
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ctx.fillRect(this.min.x, this.min.y + offset, this.width, this.height - offset)
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}
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},
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level(isFill) {
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if (!mech.isBodiesAsleep) {
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const growSpeed = 1
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