Added different types of lasers and fixed bugs
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parent
b255f61c6d
commit
6b4c4a452d
15
src/Boss.hx
15
src/Boss.hx
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@ -7,6 +7,8 @@ import com.haxepunk.HXP;
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import Enemy;
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import Explosion;
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import Spawner;
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import Bullet;
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import Save;
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class Boss extends Entity {
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@ -89,7 +91,13 @@ class Boss extends Entity {
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var bullet:Entity = this.collide("bullet", this.x, this.y);
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if (bullet != null) {
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this.health -= 1;
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if (Save.load().laser == 0)
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damage = 1;
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else if (Save.load().laser == 1)
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damage = 1.25;
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else if (Save.load().laser == 2)
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damage = 1.5;
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this.health -= damage;
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this.scene.remove(bullet);
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}
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}
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@ -104,10 +112,11 @@ class Boss extends Entity {
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];
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private var color:Int;
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private var health:Int;
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private var originalHealth:Int;
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private var health:Float;
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private var originalHealth:Float;
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private var healthBar:Image;
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private var healthBarBackground:Image;
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private var damage:Float;
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private var maxEnemies:Int;
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private var canSpawn:Bool = false;
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@ -4,11 +4,13 @@ import com.haxepunk.HXP;
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class Bullet extends Entity {
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public function new(x:Float, y:Float) {
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public function new(x:Float, y:Float, ?isHeavyLaser:Bool) {
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super(x, y);
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laser1 = new Image("graphics/laserGreen04.png");
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laser2 = new Image("graphics/laserGreen12.png");
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which = Save.load().laser;
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laser1 = new Image(laser[which][0]);
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laser2 = new Image(laser[which][1]);
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graphic = laser1;
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@ -41,8 +43,25 @@ class Bullet extends Entity {
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}
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}
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private var laser:Array<Array<String>> = [
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[
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"graphics/laserGreen04.png",
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"graphics/laserGreen12.png"
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],
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[
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"graphics/laserGreen10.png",
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"graphics/laserGreen06.png"
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],
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[
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"graphics/laserBlue02.png",
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"graphics/laserBlue06.png"
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]
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];
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private var laser1:Image;
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private var laser2:Image;
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public var which:Int;
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private var timer:Float = .5;
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}
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16
src/Enemy.hx
16
src/Enemy.hx
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@ -6,6 +6,7 @@ import com.haxepunk.Sfx;
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import Player;
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import Score;
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import EnemyBullet;
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import Save;
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class Enemy extends Entity {
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@ -139,7 +140,13 @@ class Enemy extends Entity {
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var bullet:Entity = collide("bullet", this.x, this.y);
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if (bullet != null) {
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health -= 1;
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if (Save.load().laser == 0)
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damage = 1;
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else if (Save.load().laser == 1)
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damage = 1.25;
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else if (Save.load().laser == 2)
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damage = 1.5;
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health -= damage;
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var score:Array<Score> = [];
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this.scene.getClass(Score, score);
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@ -148,7 +155,7 @@ class Enemy extends Entity {
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this.scene.remove(bullet);
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}
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if (health == 0) {
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if (health <= 0) {
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die();
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}
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}
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@ -175,10 +182,11 @@ class Enemy extends Entity {
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private var color:Int;
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private var enemyType:Int;
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private var health:Int;
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private var originalHealth:Int;
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private var health:Float;
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private var originalHealth:Float;
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private var dying:Bool = false;
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private var died:Bool = false;
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private var damage:Float;
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private var arr:Array<Float>;
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private var antX:Float;
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@ -11,9 +11,9 @@ class Lives extends Entity {
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baseSprite = new Image("graphics/" + Save.load().ship);
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sprite = [
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baseSprite,
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new Image("graphics/playerShip" + (Save.load().ship_type + 1) + "_damage1.png"),
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new Image("graphics/playerShip" + (Save.load().ship_type + 1) + "_damage2.png"),
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new Image("graphics/playerShip" + (Save.load().ship_type + 1) + "_damage3.png")
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new Image("graphics/playerShip" + (Save.load().ship_type) + "_damage1.png"),
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new Image("graphics/playerShip" + (Save.load().ship_type) + "_damage2.png"),
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new Image("graphics/playerShip" + (Save.load().ship_type) + "_damage3.png")
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];
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maxDamage = Save.load().ship_type + Save.load().ship_color;
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@ -21,13 +21,11 @@ class Player extends Entity {
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baseSprite = new Image("graphics/" + Save.load().ship);
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if (Save.load().ship_type == 1)
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moveSpeed = 10;
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else if (Save.load().ship_type == 2)
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moveSpeed = 7;
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else
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else if (Save.load().ship_type == 2)
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moveSpeed = 5;
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trace(moveSpeed + ", " + Save.load().ship_type);
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else
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moveSpeed = 4;
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shield = new Image("graphics/shield1.png");
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@ -18,7 +18,7 @@ class Save extends Entity {
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"ship" : Data.readString("ship" , "playerShip3_green.png"),
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"ship_type" : Data.readInt("ship_type", 3),
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"ship_color" : Data.readInt("ship_color", 1),
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"laser" : Data.readString("laser", "laserGreen04.png"),
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"laser" : Data.readInt("laser", 0),
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"has_heavy_laser" : Data.readBool("heavy_laser", false),
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"money" : Data.readInt("money", 1000)
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};
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@ -77,9 +77,24 @@ class StoreItem extends Entity {
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private function buy() {
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var save = Save.load();
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if (save.money >= prices[which][currentSprite]) {
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Save.save("ship", items[which][currentSprite]);
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Save.save("ship_type", which);
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Save.save("ship_color", currentSprite);
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if (which <= 2) {
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if (which == 0)
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Save.save("ship_type", 3);
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else if (which == 1)
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Save.save("ship_type", 1);
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else
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Save.save("ship_type", 2);
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Save.save("ship", items[which][currentSprite]);
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Save.save("ship_color", currentSprite);
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}
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else {
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if (which == 4)
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Save.save("heavy_laser", true);
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else
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Save.save("laser", currentSprite);
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}
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Save.save("money", save.money - prices[which][currentSprite]);
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trace("Bought something");
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}
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@ -167,25 +182,26 @@ class StoreItem extends Entity {
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private var prices:Array<Array<Int>> = [
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[
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50000,
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70000,
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90000
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],
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[
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100000,
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120000,
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140000
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],
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[
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150000,
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200000,
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300000
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200000
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],
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[
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250000,
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300000,
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350000
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],
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[
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400000,
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450000,
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500000
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],
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[
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50000,
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100000
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100000,
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150000
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],
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[
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150000
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200000
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]
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];
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