rail gun balance (uses energy now)
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928
js/bullets.js
928
js/bullets.js
File diff suppressed because it is too large
Load Diff
19
js/index.js
19
js/index.js
@@ -2,20 +2,6 @@
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/* TODO: *******************************************
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*****************************************************
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show difficulty increase text in custom mode
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chart showing info about each mob type
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can use css-grid chart like custom mod
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add setting for random drops instead of choosing
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custom mode
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custom mode grey out mods that are bad, like selection based mods
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change nail-bot's movement
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maybe have it move in a circle around player?
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high friction very high acceleration towards circle location
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add mouse constraint in testing mode
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https://github.com/liabru/matter-js/blob/master/examples/events.js
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@@ -199,7 +185,7 @@ const build = {
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},
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makeGrid() {
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let text =
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`<div style="display: flex; justify-content: space-around; align-items: center;">
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`<div style="display: flex; justify-content: space-evenly; align-items: center;">
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<svg class="SVG-button" onclick="build.startBuildRun()" width="105" height="55">
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<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
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<text x="13" y="40">start</text>
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@@ -256,7 +242,7 @@ const build = {
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calculateCustomDifficulty() {
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let difficulty = build.list.length * game.difficultyMode
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if (game.difficultyMode === 0) difficulty = build.list.length * 1 - 6
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document.getElementById("starting-level").innerHTML = `starting level: <strong style="font-size:1.1em;">${difficulty}</strong>`
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document.getElementById("starting-level").innerHTML = `starting level: <strong style="font-size:1.05em;">${difficulty}</strong>`
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},
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startBuildRun() {
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spawn.setSpawnList();
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@@ -291,6 +277,7 @@ document.getElementById("build-button").addEventListener("click", () => {
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document.getElementById("info").style.display = 'inline'
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} else {
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build.list = []
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build.reset()
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// let text = '<p>The difficulty increases by one level for each power up you choose.<br> <button type="button" id="build-begin-button" onclick="build.startBuildRun()">Begin Run</button></p>'
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build.isShowingBuilds = true
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el.style.display = "grid"
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@@ -14,12 +14,9 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(10)
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// b.giveGuns(13)
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// mech.setField(3)
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// b.giveMod(11);
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// b.giveMod(11);
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// b.giveMod(10);
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// b.giveMod(11);
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// b.giveMod(6);
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level.intro(); //starting level
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// level.testingMap();
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10
js/mobs.js
10
js/mobs.js
@@ -1013,7 +1013,8 @@ const mobs = {
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},
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//replace dead mob with a regular body
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replace(i) {
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if (this.leaveBody) {
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//large mobs or too many bodies go intangible and fall until removed from game to help performance
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if (this.leaveBody && this.mass < 10 && body.length < 50) {
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const len = body.length;
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body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, this.vertices);
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Matter.Body.setVelocity(body[len], this.velocity);
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@@ -1021,10 +1022,9 @@ const mobs = {
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body[len].collisionFilter.category = cat.body;
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body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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//large mobs or too many bodies go intangible and fall until removed from game to help performance
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if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) {
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body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet;
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}
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// if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) {
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// body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet;
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// }
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body[len].classType = "body";
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World.add(engine.world, body[len]); //add to world
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}
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