backup after input rework

This commit is contained in:
landgreen
2020-10-09 05:59:01 -07:00
parent 649d7858b3
commit 0daeb51b48
6 changed files with 355 additions and 332 deletions

View File

@@ -136,7 +136,6 @@ const game = {
accelScale: null, //set in levels.setDifficulty
CDScale: null, //set in levels.setDifficulty
lookFreqScale: null, //set in levels.setDifficulty
mouseDown: false,
// dropFPS(cap = 40, time = 15) {
// game.fpsCap = cap
// game.fpsInterval = 1000 / game.fpsCap;
@@ -367,167 +366,6 @@ const game = {
game.boldActiveGunHUD();
// mech.drop();
},
isPauseKeyReady: true,
keyPress() { //runs on key down event
//full screen toggle
// if (keys[13]) {
// //enter key
// var doc = window.document;
// var docEl = doc.documentElement;
// var requestFullScreen = docEl.requestFullscreen || docEl.mozRequestFullScreen || docEl.webkitRequestFullScreen || docEl.msRequestFullscreen;
// var cancelFullScreen = doc.exitFullscreen || doc.mozCancelFullScreen || doc.webkitExitFullscreen || doc.msExitFullscreen;
// if (!doc.fullscreenElement && !doc.mozFullScreenElement && !doc.webkitFullscreenElement && !doc.msFullscreenElement) {
// requestFullScreen.call(docEl);
// } else {
// cancelFullScreen.call(doc);
// }
// setupCanvas();
// }
//color testing
// if (keys[49]) {
// mech.color.hue--
// mech.setFillColors();
// } else if (keys[50]) {
// mech.color.hue++
// mech.setFillColors();
// } else if (keys[51]) {
// mech.color.sat--
// mech.setFillColors();
// } else if (keys[52]) {
// mech.color.sat++
// mech.setFillColors();
// } else if (keys[53]) {
// mech.color.light--
// mech.setFillColors();
// } else if (keys[54]) {
// mech.color.light++
// mech.setFillColors();
// }
if (keys[69]) { // e swap to next active gun
game.nextGun();
} else if (keys[81]) { //q swap to previous active gun
game.previousGun();
}
if (keys[80] && !game.isChoosing && game.isPauseKeyReady) { //p for pause
game.isPauseKeyReady = false
setTimeout(function () {
game.isPauseKeyReady = true
}, 300);
if (game.paused) {
build.unPauseGrid()
game.paused = false;
level.levelAnnounce();
document.body.style.cursor = "none";
requestAnimationFrame(cycle);
} else {
game.paused = true;
game.replaceTextLog = true;
// game.makeTextLog("<h1>PAUSED</h1>", 1);
//display grid
// document.title = "PAUSED: press P to resume";
build.pauseGrid()
document.body.style.cursor = "auto";
}
}
//toggle testing mode
if (keys[84]) {
// 84 = t
if (game.testing) {
game.testing = false;
game.loop = game.normalLoop
if (game.isConstructionMode) {
document.getElementById("construct").style.display = 'none'
}
} else { //if (keys[191])
game.testing = true;
game.isCheating = true;
if (game.isConstructionMode) {
document.getElementById("construct").style.display = 'inline'
}
game.loop = game.testingLoop
}
}
//in testing mode
if (game.testing) {
if (keys[79]) {
// - key
game.isAutoZoom = false;
game.zoomScale /= 0.9;
game.setZoom();
} else if (keys[73]) {
// = key
game.isAutoZoom = false;
game.zoomScale *= 0.9;
game.setZoom();
}
if (keys[192]) { // `
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "reroll");
} else if (keys[49]) { // give power ups with 1
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
} else if (keys[50]) { // 2
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
} else if (keys[51]) { // 3
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
} else if (keys[52]) { // 4
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "field");
} else if (keys[53]) { // 5
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
} else if (keys[54]) { // 6 spawn mob
const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
spawn[pick](game.mouseInGame.x, game.mouseInGame.y);
} else if (keys[55]) { // 7 spawn body
index = body.length
spawn.bodyRect(game.mouseInGame.x, game.mouseInGame.y, 50, 50);
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
World.add(engine.world, body[index]); //add to world
} else if (keys[70]) { //cycle fields with F
const mode = (mech.fieldMode === mech.fieldUpgrades.length - 1) ? 0 : mech.fieldMode + 1
mech.setField(mode)
} else if (keys[71]) { // give all guns with G
b.giveGuns("all", 1000)
} else if (keys[72]) { // heal with H
mech.addHealth(Infinity)
mech.energy = mech.maxEnergy;
} else if (keys[89]) { //add mods with y
mod.giveMod()
} else if (keys[82]) { // teleport to mouse with R
Matter.Body.setPosition(player, game.mouseInGame);
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
// move bots to follow player
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], {
x: 0,
y: 0
});
}
}
// game.noCameraScroll()
} else if (keys[85]) { // next level with U
level.nextLevel();
} else if (keys[88] && keys[90]) {
mech.death();
}
}
},
zoom: null,
zoomScale: 1000,
isAutoZoom: true,
@@ -811,35 +649,35 @@ const game = {
game.fpsCap = game.fpsCapDefault
game.fpsInterval = 1000 / game.fpsCap;
},
getCoords: {
//used when building maps, outputs a draw rect command to console, only works in testing mode
pos1: {
x: 0,
y: 0
},
pos2: {
x: 0,
y: 0
},
out() {
if (keys[49]) {
game.getCoords.pos1.x = Math.round(game.mouseInGame.x / 25) * 25;
game.getCoords.pos1.y = Math.round(game.mouseInGame.y / 25) * 25;
}
if (keys[50]) {
//press 1 in the top left; press 2 in the bottom right;copy command from console
game.getCoords.pos2.x = Math.round(game.mouseInGame.x / 25) * 25;
game.getCoords.pos2.y = Math.round(game.mouseInGame.y / 25) * 25;
window.getSelection().removeAllRanges();
var range = document.createRange();
range.selectNode(document.getElementById("test"));
window.getSelection().addRange(range);
document.execCommand("copy");
window.getSelection().removeAllRanges();
console.log(`spawn.mapRect(${game.getCoords.pos1.x}, ${game.getCoords.pos1.y}, ${game.getCoords.pos2.x - game.getCoords.pos1.x}, ${game.getCoords.pos2.y - game.getCoords.pos1.y}); //`);
}
}
},
// getCoords: {
// //used when building maps, outputs a draw rect command to console, only works in testing mode
// pos1: {
// x: 0,
// y: 0
// },
// pos2: {
// x: 0,
// y: 0
// },
// out() {
// if (keys[49]) {
// game.getCoords.pos1.x = Math.round(game.mouseInGame.x / 25) * 25;
// game.getCoords.pos1.y = Math.round(game.mouseInGame.y / 25) * 25;
// }
// if (keys[50]) {
// //press 1 in the top left; press 2 in the bottom right;copy command from console
// game.getCoords.pos2.x = Math.round(game.mouseInGame.x / 25) * 25;
// game.getCoords.pos2.y = Math.round(game.mouseInGame.y / 25) * 25;
// window.getSelection().removeAllRanges();
// var range = document.createRange();
// range.selectNode(document.getElementById("test"));
// window.getSelection().addRange(range);
// document.execCommand("copy");
// window.getSelection().removeAllRanges();
// console.log(`spawn.mapRect(${game.getCoords.pos1.x}, ${game.getCoords.pos1.y}, ${game.getCoords.pos2.x - game.getCoords.pos1.x}, ${game.getCoords.pos2.y - game.getCoords.pos1.y}); //`);
// }
// }
// },
checks() {
if (!(mech.cycle % 60)) { //once a second