several fixes
added more testings options fixed momentum bug camera no scroll on new level
This commit is contained in:
61
js/game.js
61
js/game.js
@@ -287,36 +287,49 @@ const game = {
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} else {
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this.testing = true;
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}
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} else if (this.testing) {
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//only in testing mode
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if (keys[70]) { //cycle fields with F
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}
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//in testing mode
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if (this.testing) {
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if (keys[49]) { // give power ups with 1
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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} else if (keys[50]) { // 2
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
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} else if (keys[51]) { // 3
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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} else if (keys[52]) { // 4
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
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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[pick](game.mouseInGame.x, game.mouseInGame.y);
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} else if (keys[55]) { // 7 spawn body
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index = body.length
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spawn.bodyRect(game.mouseInGame.x, game.mouseInGame.y, 50, 50);
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body[index].collisionFilter.category = cat.body;
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body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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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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}
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if (keys[71]) { // give all guns with G
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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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}
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if (keys[72]) { // power ups with H
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
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}
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if (keys[89]) { //add all mods with y
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} else if (keys[72]) { // power ups with H
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mech.addHealth(Infinity)
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} else if (keys[89]) { //add all mods with y
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powerUps.mod.effect()
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}
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if (keys[82]) { // teleport to mouse with R
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} else if (keys[82]) { // teleport to mouse with R
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Matter.Body.setPosition(player, this.mouseInGame);
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Matter.Body.setVelocity(player, {
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x: 0,
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y: 0
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});
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// game.noCameraScroll()
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}
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}
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},
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@@ -326,6 +339,16 @@ const game = {
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game.zoomScale = zoomScale
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game.zoom = canvas.height / zoomScale; //sets starting zoom scale
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},
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noCameraScroll() {
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// makes the camera not scroll after changing locations
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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const scale = 0.8;
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mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
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mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
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mech.transX += (mech.transSmoothX - mech.transX) * 1;
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mech.transY += (mech.transSmoothY - mech.transY) * 1;
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},
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zoomTransition(newZoomScale, step = 2) {
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const isBigger = (newZoomScale - game.zoomScale > 0) ? true : false;
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requestAnimationFrame(zLoop);
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@@ -649,7 +672,9 @@ const game = {
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line += 20;
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ctx.fillText("G: give all guns", x, line);
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line += 20;
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ctx.fillText("H: spawn power ups", x, line);
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ctx.fillText("H: heal", x, line);
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line += 20;
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ctx.fillText("1-7: spawn things", x, line);
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line += 30;
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ctx.fillText("cycle: " + game.cycle, x, line);
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