diff --git a/js/dssd.js b/js/dssd.js
deleted file mode 100644
index 4c4c757..0000000
--- a/js/dssd.js
+++ /dev/null
@@ -1,41 +0,0 @@
- name: "depleted uranium rounds",
- description: "your bullets are larger and do more physical damage",
-
- name: "auto-loading heuristics",
- description: "your rate of fire is 15% higher",
-
- name: "desublimated ammunition",
- description: "use 50% less ammo when crouching",
-
- name: "Lorentzian topology",
- description: "your bullets last 40% longer",
-
- name: "anti-matter cores",
- description: "the radius of your explosions is doubled
be careful",
-
- name: "ceramic plating",
- description: "you take no damage from area effects
immune to explosions and enemy fields",
-
- name: "ablative synthesis",
- description: "after taking damage, there is a chance that your damaged parts will be rebuilt as drones",
-
- name: "zoospore vector",
- description: "when an enemy dies it has a 20% chance to release spores",
-
- name: "field siphon",
- description: "regenerate field energy proportional to your damage done",
-
- name: "entropy transfer",
- description: "heal proportional to your damage done",
-
- name: "quantum immortality",
- description: "after you die continue in an alternate reality
guns, ammo, and field are randomized",
-
- name: "fluoroantimonic acid",
- description: "Your bullets do extra chemical damage each time they make contact",
-
- name: "annihilation",
- description: "after you touch an enemy, they become light
touching enemies still damages you",
-
- name: "superconductive healing",
- description: "heals have zero resistance, and maximum efficiency
heals bring you to full health",
\ No newline at end of file
diff --git a/js/level.js b/js/level.js
index 7546600..f291960 100644
--- a/js/level.js
+++ b/js/level.js
@@ -211,7 +211,6 @@ const level = {
}
}
},
- //empty map for testing mobs
intro() {
// b.giveGuns(0, 1000)
game.zoomScale = 1000 //1400 is normal
@@ -626,7 +625,7 @@ const level = {
spawn.mapRect(-300, -1000, 600, 50);
spawn.mapRect(-300, -1300, 450, 50);
spawn.mapRect(-300, -1300, 50, 350);
- if (!backwards) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards
+ if (!backwards && game.levelsCleared > 1) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards
//left building
spawn.mapRect(-100, -975, 100, 975);
spawn.mapRect(-500, 100, 1950, 400);
diff --git a/js/player.js b/js/player.js
index 5be366e..4662790 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1192,7 +1192,6 @@ const mech = {
mech.fieldDamage = 4; //passive field does extra damage
// mech.fieldArc = 0.11
// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
-
mech.hold = function () {
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
diff --git a/js/spawn.js b/js/spawn.js
index f8f7acb..ad9baf9 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -1160,38 +1160,6 @@ const spawn = {
}
this.allowShields = true;
},
- // nodeBoss(
- // x,
- // y,
- // spawn = "striker",
- // nodes = Math.min(2 + Math.round(Math.random() * game.levelsCleared), 8),
- // //Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(game.levelsCleared/2)),
- // radius = Math.ceil(Math.random() * 10) + 17, // radius of each node mob
- // l = Math.ceil(Math.random() * 100) + 70, // distance between each node mob
- // stiffness = Math.random() * 0.03 + 0.005
- // ) {
- // this.allowShields = false; //dont' want shields on boss mobs
- // let px = 0;
- // let py = 0;
- // let a = (2 * Math.PI) / nodes;
- // for (let i = 0; i < nodes; ++i) {
- // px += l * Math.cos(a * i);
- // py += l * Math.sin(a * i);
- // let whoSpawn = spawn;
- // if (spawn === "random") {
- // whoSpawn = this.fullPickList[Math.floor(Math.random() * this.fullPickList.length)];
- // } else if (spawn === "randomList") {
- // whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)];
- // }
- // this[whoSpawn](x + px, y + py, radius);
- // }
- // if (Math.random() < 0.3) {
- // this.constrain2AdjacentMobs(nodes, stiffness * 2, true);
- // } else {
- // this.constrainAllMobCombos(nodes, stiffness);
- // }
- // this.allowShields = true;
- // },
lineBoss(
x,
y,