textlog overlap
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@@ -162,6 +162,7 @@ const b = {
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} else {
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mech.fireCDcycle = mech.cycle + 30; //cooldown
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// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><span class = 'box'>E</span> / <span class = 'box'>Q</span>", 200);
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game.replaceTextLog = true;
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game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
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}
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if (mech.isHolding) {
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@@ -1163,7 +1164,7 @@ const b = {
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have: false,
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fire() {
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const THRUST = 0.0015
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const dir = mech.angle + (Math.random() - 0.5) * 0.7;
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const dir = mech.angle + 0.2 * (Math.random() - 0.5);
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const me = bullet.length;
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const RADIUS = (4 + 4 * Math.random()) * b.modBulletSize
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
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@@ -1245,7 +1246,7 @@ const b = {
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}
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}
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})
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b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 30 : 1, dir, me); //cd , speed
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b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 35 : 1, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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}
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},
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11
js/game.js
11
js/game.js
@@ -172,14 +172,18 @@ const game = {
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}
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document.getElementById("mods").innerHTML = text
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},
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replaceTextLog: true,
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makeTextLog(text, time = 180) {
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document.getElementById("text-log").innerHTML = text;
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document.getElementById("text-log").style.opacity = 1;
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game.lastLogTime = mech.cycle + time;
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if (game.replaceTextLog) {
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document.getElementById("text-log").innerHTML = text;
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document.getElementById("text-log").style.opacity = 1;
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game.lastLogTime = mech.cycle + time;
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}
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},
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textLog() {
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if (game.lastLogTime && game.lastLogTime < mech.cycle) {
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game.lastLogTime = 0;
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game.replaceTextLog = true
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// document.getElementById("text-log").innerHTML = " ";
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document.getElementById("text-log").style.opacity = 0;
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}
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@@ -269,6 +273,7 @@ const game = {
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requestAnimationFrame(cycle);
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} else {
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game.paused = true;
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game.replaceTextLog = true;
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game.makeTextLog("<h1>PAUSED</h1>", 1);
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// let text = "<h1>PAUSED</h1><br><div style='font-size: 85%;'>"
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// //output current mod, field, and gun info when paused
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@@ -34,10 +34,12 @@ field power up effects
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field allows player to hold and throw living mobs
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mod power ups ideas
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double jump
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bullet on mob damage effects
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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give mobs more animal-like behaviors
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like rainworld
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give mobs something to do when they don't see player
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@@ -438,6 +438,7 @@ const mech = {
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randomizeGuns()
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randomizeField()
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randomizeHealth()
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game.replaceTextLog = true;
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game.makeTextLog(`probability amplitude will synchronize in ${6-i} seconds`, 1000);
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game.wipe = function () { //set wipe to have trails
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ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.003})`;
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@@ -450,6 +451,7 @@ const mech = {
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game.wipe = function () { //set wipe to normal
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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game.replaceTextLog = true;
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game.makeTextLog("your quantum probability has stabilized", 1000);
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document.title = "n-gon: L" + (game.levelsCleared) + " " + level.levels[level.onLevel];
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}, 8000);
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@@ -947,7 +949,9 @@ const mech = {
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},
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hold() {},
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fieldText() {
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game.replaceTextLog = true;
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game.makeTextLog(`<div class="circle field "></div> <strong style='font-size:30px;'>${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'>(right click or space bar)</span><br><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 1000);
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game.replaceTextLog = false;
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document.getElementById("field").innerHTML = mech.fieldUpgrades[mech.fieldMode].name //add field
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},
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fieldUpgrades: [{
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@@ -956,6 +960,7 @@ const mech = {
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effect: () => {
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mech.fieldMode = 0;
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mech.fieldText();
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game.replaceTextLog = true; //allow text over write
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// game.makeTextLog("<strong style='font-size:30px;'></strong><br> <span class='faded'>(right click or space bar)</span><p></p>", 1200);
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mech.setHoldDefaults();
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mech.hold = function () {
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@@ -11,7 +11,7 @@ const powerUps = {
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let heal = (this.size / 40) ** 2
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heal = Math.min(1 - mech.health, heal)
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mech.addHealth(heal);
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if (!game.lastLogTime && heal > 0) game.makeTextLog("<span style='font-size:115%;'> <strong class='color-h' style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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if (heal > 0) game.makeTextLog("<span style='font-size:115%;'> <strong class='color-h' style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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}
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},
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ammo: {
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@@ -47,7 +47,7 @@ const powerUps = {
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const ammo = Math.ceil((target.ammoPack * (0.5 + 0.08 * Math.random())) / b.dmgScale);
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target.ammo += ammo;
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game.updateGunHUD();
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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}
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}
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},
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@@ -92,7 +92,9 @@ const powerUps = {
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if (options.length > 0) {
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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game.replaceTextLog = true;
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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game.replaceTextLog = false;
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}
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}
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},
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@@ -113,6 +115,7 @@ const powerUps = {
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}
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}
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//give player a gun they don't already have if possible
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game.replaceTextLog = true;
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if (options.length > 0) {
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let newGun = options[Math.floor(Math.random() * options.length)];
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if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
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@@ -129,6 +132,7 @@ const powerUps = {
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game.updateGunHUD();
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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}
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game.replaceTextLog = false
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}
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},
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spawnRandomPowerUp(x, y) { //mostly used after mob dies
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