added local storage,
This commit is contained in:
@@ -24,7 +24,7 @@ const b = {
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modMoreDrops: null,
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isModLowHealthDmg: null,
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isModFarAwayDmg: null,
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isModMonogamy: null,
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isModEntanglement: null,
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isModMassEnergy: null,
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setModDefaults() {
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b.modCount = 0;
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@@ -47,7 +47,7 @@ const b = {
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b.modMoreDrops = 0;
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b.isModLowHealthDmg = false;
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b.isModFarAwayDmg = false;
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b.isModMonogamy = false;
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b.isModEntanglement = false;
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b.isModMassEnergy = false;
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mech.Fx = 0.015;
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mech.jumpForce = 0.38;
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@@ -162,7 +162,7 @@ const b = {
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description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>7%</strong> for each gun in your inventory",
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have: false, //13
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effect: () => { // good with laser-bots
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b.isModMonogamy = true
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b.isModEntanglement = true
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}
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},
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{
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@@ -1792,8 +1792,8 @@ const b = {
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});
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}
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} else { //normal fire mode
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const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
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const damage = 0.045
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const FIELD_DRAIN = 0.0018 //laser drains energy as well as bullets
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const damage = 0.05
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if (mech.fieldMeter < FIELD_DRAIN) {
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mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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} else {
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@@ -79,7 +79,7 @@ const game = {
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buttonCD: 0,
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isBodyDamage: true,
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levelsCleared: 0,
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difficultyMode: null,
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difficultyMode: 1,
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difficulty: 1,
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dmgScale: null, //set in levels.setDifficulty
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healScale: 1,
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40
js/index.js
40
js/index.js
@@ -2,6 +2,8 @@
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/* TODO: *******************************************
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*****************************************************
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use cookies to remember settings
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field: catch mobs in your field and make them into guardian bullets
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negative mod effect ideas
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@@ -90,6 +92,34 @@ game mechanics
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*/
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// local storage
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let localSettings = JSON.parse(localStorage.getItem("localSettings"));
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if (localSettings) {
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game.isBodyDamage = localSettings.isBodyDamage
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document.getElementById("body-damage").checked = localSettings.isBodyDamage
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game.difficultyMode = localSettings.difficultyMode
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document.getElementById("difficulty-select").value = localSettings.difficultyMode
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game.fpsCapDefault = localSettings.fpsCapDefault
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document.getElementById("fps-select").value = localSettings.fpsCapDefault
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} else {
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localSettings = {
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isBodyDamage: true,
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difficultyMode: '1',
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fpsCapDefault: '72',
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};
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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}
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//collision groups
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// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield
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const cat = {
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@@ -286,10 +316,20 @@ document.getElementById("fps-select").addEventListener("input", () => {
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} else if (value === '15') {
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game.fpsCapDefault = 15
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}
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localSettings.fpsCapDefault = game.fpsCapDefault
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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document.getElementById("body-damage").addEventListener("input", () => {
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game.isBodyDamage = document.getElementById("body-damage").checked
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localSettings.isBodyDamage = game.isBodyDamage
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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document.getElementById("difficulty-select").addEventListener("input", () => {
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game.difficultyMode = Number(document.getElementById("difficulty-select").value)
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localSettings.difficultyMode = game.difficultyMode
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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// function playSound(id) {
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@@ -439,7 +439,7 @@ const mech = {
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},
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defaultFPSCycle: 0, //tracks when to return to normal fps
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damage(dmg) {
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if (b.isModMonogamy && b.inventory[0] === b.activeGun) {
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if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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dmg *= 0.93
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}
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@@ -735,7 +735,7 @@ const mech = {
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}
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},
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holding() {
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// if (mech.holdingTarget) {
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if (mech.holdingTarget) {
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mech.fieldMeter -= mech.fieldRegen;
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if (mech.fieldMeter < 0) mech.fieldMeter = 0;
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Matter.Body.setPosition(mech.holdingTarget, {
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@@ -744,7 +744,7 @@ const mech = {
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});
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Matter.Body.setVelocity(mech.holdingTarget, player.velocity);
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Matter.Body.rotate(mech.holdingTarget, 0.01 / mech.holdingTarget.mass); //gently spin the block
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// }
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}
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},
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throw () {
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if ((keys[32] || game.mouseDownRight)) {
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