getting draft mode buttons and selection menu
This commit is contained in:
28
js/game.js
28
js/game.js
@@ -83,6 +83,7 @@ const game = {
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buttonCD: 0,
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isBodyDamage: true,
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isEasyMode: false,
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isDraftMode: false,
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difficulty: null,
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// dropFPS(cap = 40, time = 15) {
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// game.fpsCap = cap
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@@ -308,7 +309,6 @@ const game = {
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} else if (keys[53]) { // 5
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
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} else if (keys[54]) { // 6 spawn mob
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const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
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spawn.allowShields = false;
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spawn[pick](game.mouseInGame.x, game.mouseInGame.y);
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@@ -321,19 +321,16 @@ const game = {
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body[index].classType = "body";
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World.add(engine.world, body[index]); //add to world
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} else if (keys[70]) { //cycle fields with F
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if (mech.fieldMode === mech.fieldUpgrades.length - 1) {
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mech.fieldUpgrades[0].effect()
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} else {
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mech.fieldUpgrades[mech.fieldMode + 1].effect()
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}
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const mode = (mech.fieldMode === mech.fieldUpgrades.length - 1) ? 0 : mech.fieldMode + 1
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mech.setField(mode)
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} else if (keys[71]) { // give all guns with G
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// b.giveGuns("all", 1000)
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powerUps.gun.effect()
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} else if (keys[72]) { // heal with H
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mech.addHealth(Infinity)
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mech.fieldMeter = mech.fieldEnergyMax;
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} else if (keys[89]) { //add all mods with y
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powerUps.mod.effect()
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} else if (keys[89]) { //add mods with y
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b.giveMod()
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} else if (keys[82]) { // teleport to mouse with R
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Matter.Body.setPosition(player, game.mouseInGame);
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Matter.Body.setVelocity(player, {
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@@ -456,9 +453,8 @@ const game = {
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b.activeGun = null;
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b.setModDefaults(); //remove mods
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game.updateModHUD();
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mech.fieldEnergyMax = 1
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mech.maxHealth = 1
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mech.fieldUpgrades[0].effect(); //set to default field
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mech.fieldEnergyMax = 1
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game.paused = false;
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build.isShowingBuilds = false
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engine.timing.timeScale = 1;
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@@ -490,7 +486,11 @@ const game = {
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document.getElementById("text-log").style.opacity = 0;
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document.getElementById("fade-out").style.opacity = 0;
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document.title = "n-gon";
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if (!mech.fieldMode) mech.fieldUpgrades[0].effect(); //reset to starting field? or let them keep the field
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//set to default field
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mech.fieldMode = 0;
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game.replaceTextLog = true;
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game.makeTextLog(`${game.SVGrightMouse}<strong style='font-size:30px;'> ${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'></span><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 600);
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mech.setField(mech.fieldMode)
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},
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firstRun: true,
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splashReturn() {
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@@ -499,8 +499,10 @@ const game = {
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document.getElementById("splash").onclick = function () {
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game.startGame();
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};
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document.getElementById("choose-grid").style.display = "none"
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document.getElementById("controls").style.display = "inline";
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document.getElementById("build-button").style.display = "inline"
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document.getElementById("draft-button").style.display = "inline"
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isShowingBuilds = false
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document.getElementById("settings").style.display = "inline";
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document.getElementById("splash").style.display = "inline";
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@@ -511,13 +513,15 @@ const game = {
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fpsInterval: 0, //set in startGame
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then: null,
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startGame() {
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level.isBuildRun = false; //can get set back to true in buld.startBuildRun()
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level.isBuildRun = false; //can get set back to true in build.startBuildRun()
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game.onTitlePage = false;
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document.body.style.overflow = "hidden"
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document.getElementById("choose-grid").style.display = "none"
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document.getElementById("build-grid").style.display = "none"
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document.getElementById("controls").style.display = "none";
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document.getElementById("settings").style.display = "none";
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document.getElementById("build-button").style.display = "none";
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document.getElementById("draft-button").style.display = "none"
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document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
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document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
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document.getElementById("dmg").style.display = "inline";
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