custom url bug fix
This commit is contained in:
37
js/bullet.js
37
js/bullet.js
@@ -750,7 +750,7 @@ const b = {
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this.lockedOn = powerUp[i]
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this.lockedOn = powerUp[i]
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}
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}
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}
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}
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if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000) {
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if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000 && !game.isChoosing) {
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powerUps.onPickUp();
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powerUps.onPickUp();
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powerUp[i].effect();
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powerUp[i].effect();
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Matter.World.remove(engine.world, powerUp[i]);
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Matter.World.remove(engine.world, powerUp[i]);
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@@ -909,7 +909,6 @@ const b = {
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this.collisionFilter.category = cat.bullet;
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this.collisionFilter.category = cat.bullet;
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this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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if (mod.isFoamGrowOnDeath && bullet.length < 300) {
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if (mod.isFoamGrowOnDeath && bullet.length < 300) {
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console.log(bullet.length)
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let targets = []
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let targets = []
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for (let i = 0, len = mob.length; i < len; i++) {
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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@@ -1539,8 +1538,8 @@ const b = {
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name: "minigun",
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name: "minigun",
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description: "<strong>rapidly</strong> fire a stream of small <strong>bullets</strong><br>fire <strong>delay</strong> decreases as you shoot",
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description: "<strong>rapidly</strong> fire a stream of small <strong>bullets</strong><br>fire <strong>delay</strong> decreases as you shoot",
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ammo: 0,
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ammo: 0,
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ammoPack: 70,
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ammoPack: 65,
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defaultAmmoPack: 70,
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defaultAmmoPack: 65,
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recordedAmmo: 0,
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recordedAmmo: 0,
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have: false,
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have: false,
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nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -1648,7 +1647,7 @@ const b = {
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name: "super balls",
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name: "super balls",
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description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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ammo: 0,
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ammo: 0,
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ammoPack: 13,
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ammoPack: 12,
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have: false,
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have: false,
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num: 5,
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num: 5,
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fire() {
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fire() {
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@@ -1703,8 +1702,8 @@ const b = {
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name: "flechettes",
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name: "flechettes",
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description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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ammo: 0,
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ammo: 0,
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ammoPack: 38,
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ammoPack: 35,
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defaultAmmoPack: 38,
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defaultAmmoPack: 35,
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have: false,
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have: false,
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count: 0, //used to track how many shots are in a volley before a big CD
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count: 0, //used to track how many shots are in a volley before a big CD
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -1807,7 +1806,7 @@ const b = {
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name: "wave beam",
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name: "wave beam",
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description: "emit a <strong>sine wave</strong> of oscillating particles<br>particles <strong>slowly</strong> propagate through <strong>solids</strong>",
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description: "emit a <strong>sine wave</strong> of oscillating particles<br>particles <strong>slowly</strong> propagate through <strong>solids</strong>",
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ammo: 0,
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ammo: 0,
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ammoPack: 100,
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ammoPack: 90,
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have: false,
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have: false,
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fire() {
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
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@@ -1942,7 +1941,7 @@ const b = {
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name: "missiles",
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name: "missiles",
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description: "launch missiles that <strong>accelerate</strong> towards <strong>mobs</strong><br><strong class='color-e'>explodes</strong> when near target",
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description: "launch missiles that <strong>accelerate</strong> towards <strong>mobs</strong><br><strong class='color-e'>explodes</strong> when near target",
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ammo: 0,
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ammo: 0,
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ammoPack: 4,
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ammoPack: 3,
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have: false,
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have: false,
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fireCycle: 0,
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fireCycle: 0,
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ammoLoaded: 0,
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ammoLoaded: 0,
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@@ -1998,8 +1997,8 @@ const b = {
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name: "flak",
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name: "flak",
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description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
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description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
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ammo: 0,
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ammo: 0,
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ammoPack: 5,
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ammoPack: 4,
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defaultAmmoPack: 5, //use to revert ammoPack after mod changes drop rate
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defaultAmmoPack: 4, //use to revert ammoPack after mod changes drop rate
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have: false,
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have: false,
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fire() {
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.fireCD); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.fireCD); // cool down
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@@ -2042,7 +2041,7 @@ const b = {
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name: "grenades",
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name: "grenades",
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description: "lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after one second",
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description: "lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after one second",
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ammo: 0,
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ammo: 0,
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ammoPack: 6,
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ammoPack: 5,
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have: false,
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have: false,
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fire() {
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fire() {
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const me = bullet.length;
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const me = bullet.length;
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@@ -2093,7 +2092,7 @@ const b = {
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name: "vacuum bomb",
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name: "vacuum bomb",
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description: "fire a bomb that <strong>sucks</strong> before <strong class='color-e'>exploding</strong><br><strong>click</strong> left mouse again to <strong>detonate</strong>",
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description: "fire a bomb that <strong>sucks</strong> before <strong class='color-e'>exploding</strong><br><strong>click</strong> left mouse again to <strong>detonate</strong>",
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ammo: 0,
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ammo: 0,
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ammoPack: 2.5,
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ammoPack: 2,
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have: false,
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have: false,
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fire() {
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fire() {
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const me = bullet.length;
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const me = bullet.length;
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@@ -2212,7 +2211,7 @@ const b = {
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name: "neutron bomb",
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name: "neutron bomb",
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description: "toss a chunk of <strong class='color-p'>Cf-252</strong> that emits <strong class='color-p'>neutrons</strong><br><strong class='color-d'>damages</strong> and drains <strong class='color-f'>energy</strong> in area of effect",
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description: "toss a chunk of <strong class='color-p'>Cf-252</strong> that emits <strong class='color-p'>neutrons</strong><br><strong class='color-d'>damages</strong> and drains <strong class='color-f'>energy</strong> in area of effect",
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ammo: 0,
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ammo: 0,
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ammoPack: 6,
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ammoPack: 5,
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have: false,
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have: false,
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fire() {
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fire() {
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const me = bullet.length;
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const me = bullet.length;
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@@ -2370,7 +2369,7 @@ const b = {
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name: "mine",
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name: "mine",
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description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at mobs within range",
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description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at mobs within range",
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ammo: 0,
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ammo: 0,
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ammoPack: 3,
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ammoPack: 2.7,
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have: false,
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have: false,
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fire() {
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fire() {
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const pos = {
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const pos = {
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@@ -2392,7 +2391,7 @@ const b = {
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name: "spores",
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name: "spores",
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description: "fire a <strong>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> seek out nearby mobs",
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description: "fire a <strong>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> seek out nearby mobs",
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ammo: 0,
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ammo: 0,
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ammoPack: 4,
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ammoPack: 3.5,
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have: false,
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have: false,
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fire() {
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fire() {
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const me = bullet.length;
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const me = bullet.length;
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@@ -2523,7 +2522,7 @@ const b = {
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name: "ice IX",
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name: "ice IX",
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description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
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description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
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ammo: 0,
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ammo: 0,
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ammoPack: 69,
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ammoPack: 64,
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have: false,
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have: false,
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fire() {
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fire() {
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if (mech.crouch) {
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if (mech.crouch) {
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@@ -2540,7 +2539,7 @@ const b = {
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name: "foam",
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name: "foam",
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description: "spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time",
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description: "spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time",
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ammo: 0,
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ammo: 0,
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ammoPack: 45,
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ammoPack: 40,
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have: false,
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have: false,
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fire() {
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * b.fireCD); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * b.fireCD); // cool down
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@@ -2562,7 +2561,7 @@ const b = {
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name: "rail gun",
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name: "rail gun",
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description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
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description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
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ammo: 0,
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ammo: 0,
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ammoPack: 3,
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ammoPack: 2.6,
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have: false,
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have: false,
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fire() {
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fire() {
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const me = bullet.length;
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const me = bullet.length;
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46
js/index.js
46
js/index.js
@@ -57,6 +57,20 @@ window.addEventListener('load', (event) => {
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for (const property in set) {
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for (const property in set) {
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// console.log(set[property], property);
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// console.log(set[property], property);
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set[property] = set[property].replace(/%20/g, " ")
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set[property] = set[property].replace(/%20/g, " ")
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if (property === "field") {
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let found = false
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let index
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for (let i = 0; i < mech.fieldUpgrades.length; i++) {
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if (set[property] === mech.fieldUpgrades[i].name) {
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index = i;
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found = true;
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break;
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}
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}
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if (found) build.choosePowerUp(document.getElementById(`field-${index}`), index, 'field')
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}
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if (property.substring(0, 3) === "gun") {
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if (property.substring(0, 3) === "gun") {
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let found = false
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let found = false
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let index
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let index
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@@ -80,26 +94,14 @@ window.addEventListener('load', (event) => {
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break;
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break;
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}
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}
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}
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}
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if (found) build.choosePowerUp(document.getElementById(`mod-${index}`), index, 'mod')
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if (found) build.choosePowerUp(document.getElementById(`mod-${index}`), index, 'mod', true)
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}
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}
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if (property === "field") {
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let found = false
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let index
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for (let i = 0; i < mech.fieldUpgrades.length; i++) {
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if (set[property] === mech.fieldUpgrades[i].name) {
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index = i;
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found = true;
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break;
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}
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}
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if (found) build.choosePowerUp(document.getElementById(`field-${index}`), index, 'field')
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}
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if (property === "difficulty") {
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if (property === "difficulty") {
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game.difficultyMode = Number(set[property])
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game.difficultyMode = Number(set[property])
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localSettings.difficultyMode = Number(set[property])
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// localSettings.difficultyMode = Number(set[property])
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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document.getElementById("difficulty-select").value = Number(set[property])
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// document.getElementById("difficulty-select").value = Number(set[property])
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document.getElementById("difficulty-select-custom").value = Number(set[property])
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document.getElementById("difficulty-select-custom").value = Number(set[property])
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}
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}
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if (property === "level") {
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if (property === "level") {
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@@ -206,7 +208,7 @@ const build = {
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window.scrollTo(0, 0);
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window.scrollTo(0, 0);
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},
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},
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isCustomSelection: true,
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isCustomSelection: true,
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choosePowerUp(who, index, type) {
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choosePowerUp(who, index, type, isAllowed = false) {
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if (type === "gun") {
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if (type === "gun") {
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let isDeselect = false
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let isDeselect = false
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for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
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for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
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@@ -265,7 +267,7 @@ const build = {
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modID.classList.add("build-grid-disabled");
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modID.classList.add("build-grid-disabled");
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modID.onclick = null
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modID.onclick = null
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}
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}
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if (mod.mods[i].count > 0) {
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if (mod.mods[i].count > 0 && !isAllowed) {
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mod.removeMod(i)
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mod.removeMod(i)
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}
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}
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if (modID.classList.contains("build-mod-selected")) {
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if (modID.classList.contains("build-mod-selected")) {
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@@ -348,12 +350,14 @@ const build = {
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shareURL() {
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shareURL() {
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let url = "https://landgreen.github.io/sidescroller/index.html?"
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let url = "https://landgreen.github.io/sidescroller/index.html?"
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let count = 0;
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let count = 0;
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for (let i = 0; i < b.guns.length; i++) {
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if (b.guns[i].have) {
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for (let i = 0; i < b.inventory.length; i++) {
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url += `&gun${count}=${encodeURIComponent(b.guns[i].name.trim())}`
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if (b.guns[b.inventory[i]].have) {
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url += `&gun${count}=${encodeURIComponent(b.guns[b.inventory[i]].name.trim())}`
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count++
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count++
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}
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}
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}
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}
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count = 0;
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count = 0;
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for (let i = 0; i < mod.mods.length; i++) {
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for (let i = 0; i < mod.mods.length; i++) {
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for (let j = 0; j < mod.mods[i].count; j++) {
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for (let j = 0; j < mod.mods[i].count; j++) {
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@@ -421,7 +421,7 @@ const level = {
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const balance2 = level.spinner(2605, 500, 390, 25, 0.005) //falling
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const balance2 = level.spinner(2605, 500, 390, 25, 0.005) //falling
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const balance3 = level.spinner(2608, 1900, 584, 25, 0.005) //falling
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const balance3 = level.spinner(2608, 1900, 584, 25, 0.005) //falling
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const balance4 = level.spinner(9300, 2205, 25, 380, 0.001) //exit
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const balance4 = level.spinner(9300, 2205, 25, 380, 0.001) //exit
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console.log(balance1)
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level.custom = () => {
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level.custom = () => {
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button.query();
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button.query();
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button.draw();
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button.draw();
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@@ -1789,7 +1789,7 @@ const level = {
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// spawn.mapRect(-1950, -400, 100, 25);
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// spawn.mapRect(-1950, -400, 100, 25);
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spawn.mapRect(-3150, 50, 775, 100);
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spawn.mapRect(-3150, 50, 775, 100);
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spawn.mapRect(-2600, -250, 775, 100);
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spawn.mapRect(-2600, -250, 775, 100);
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spawn.bodyRect(-1350, -200, 200, 200, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-1350, -100, 100, 100, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist
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spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist
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cons[cons.length] = Constraint.create({
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cons[cons.length] = Constraint.create({
|
||||||
pointA: {
|
pointA: {
|
||||||
@@ -1801,7 +1801,7 @@ const level = {
|
|||||||
length: 1
|
length: 1
|
||||||
});
|
});
|
||||||
|
|
||||||
spawn.bodyRect(400, 400, 200, 200, 1, spawn.propsSlide); //weight
|
spawn.bodyRect(400, 500, 100, 100, 1, spawn.propsSlide); //weight
|
||||||
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
|
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
|
||||||
cons[cons.length] = Constraint.create({
|
cons[cons.length] = Constraint.create({
|
||||||
pointA: {
|
pointA: {
|
||||||
|
|||||||
37
js/mods.js
37
js/mods.js
@@ -37,32 +37,31 @@ const mod = {
|
|||||||
}
|
}
|
||||||
if (!found) return //if name not found don't give any mod
|
if (!found) return //if name not found don't give any mod
|
||||||
}
|
}
|
||||||
|
|
||||||
mod.mods[index].effect(); //give specific mod
|
mod.mods[index].effect(); //give specific mod
|
||||||
mod.mods[index].count++
|
mod.mods[index].count++
|
||||||
mod.totalCount++ //used in power up randomization
|
mod.totalCount++ //used in power up randomization
|
||||||
game.updateModHUD();
|
game.updateModHUD();
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
giveBasicMod(index = 'random') {
|
// giveBasicMod(index = 'random') {
|
||||||
// if (isNaN(index)) { //find index by name
|
// // if (isNaN(index)) { //find index by name
|
||||||
// let found = false;
|
// // let found = false;
|
||||||
// for (let i = 0; i < mod.mods.length; i++) {
|
// // for (let i = 0; i < mod.mods.length; i++) {
|
||||||
// if (index === mod.mods[i].name) {
|
// // if (index === mod.mods[i].name) {
|
||||||
// index = i;
|
// // index = i;
|
||||||
// found = true;
|
// // found = true;
|
||||||
// break;
|
// // break;
|
||||||
// }
|
// // }
|
||||||
// }
|
// // }
|
||||||
// if (!found) return //if name not found don't give any mod
|
// // if (!found) return //if name not found don't give any mod
|
||||||
// }
|
// // }
|
||||||
|
|
||||||
mod.basicMods[index].effect(); //give specific mod
|
// mod.basicMods[index].effect(); //give specific mod
|
||||||
mod.mods[index].count++
|
// mod.mods[index].count++
|
||||||
mod.totalCount++ //used in power up randomization
|
// mod.totalCount++ //used in power up randomization
|
||||||
game.updateModHUD();
|
// game.updateModHUD();
|
||||||
|
|
||||||
},
|
// },
|
||||||
haveGunCheck(name) {
|
haveGunCheck(name) {
|
||||||
for (i = 0, len = b.inventory.length; i < len; i++) {
|
for (i = 0, len = b.inventory.length; i < len; i++) {
|
||||||
if (b.guns[b.inventory[i]].name === name) return true
|
if (b.guns[b.inventory[i]].name === name) return true
|
||||||
@@ -1927,7 +1926,7 @@ const mod = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "necrophoresis",
|
name: "necrophoresis",
|
||||||
description: "if the mob <strong>foam</strong> is stuck to <strong>dies</strong><br><strong>foam</strong> grows and splits into 3 <strong>copies</strong>",
|
description: "<strong>foam</strong> bullets grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
allowed() {
|
allowed() {
|
||||||
|
|||||||
@@ -781,7 +781,7 @@ const spawn = {
|
|||||||
stiffness: attachmentStiffness,
|
stiffness: attachmentStiffness,
|
||||||
damping: 0.01
|
damping: 0.01
|
||||||
});
|
});
|
||||||
console.log(consBB[consBB.length - 1])
|
// console.log(consBB[consBB.length - 1])
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
timeSkipBoss(x, y, radius = 55) {
|
timeSkipBoss(x, y, radius = 55) {
|
||||||
|
|||||||
8
todo.txt
8
todo.txt
@@ -1,15 +1,7 @@
|
|||||||
|
|
||||||
ammo power ups give ammo to every gun in your inventory now,
|
|
||||||
but they only give half as much for each ammo power up
|
|
||||||
this should give a greater incentive for having more guns
|
|
||||||
mod: logistics now gives double ammo to only your current gun
|
|
||||||
|
|
||||||
custom build links now bring you to the custom build menu, not directly into the game
|
|
||||||
|
|
||||||
************** TODO - n-gon **************
|
************** TODO - n-gon **************
|
||||||
|
|
||||||
have custom links goto the custom build menu, not the intro level
|
|
||||||
|
|
||||||
performance issues with large numbers of spores
|
performance issues with large numbers of spores
|
||||||
consider limiting total bullets?
|
consider limiting total bullets?
|
||||||
300?
|
300?
|
||||||
|
|||||||
Reference in New Issue
Block a user