shields are
shields are more rare, but much stronger, negative mass field is combined with Gauss rifle mod, negative mass field moves player faster, new mod piezoelectric plating,You may now choose to cancel the power up selection screen. (no recursive mods in custon yet, it's an annoying UI rewrite)
This commit is contained in:
57
js/index.js
57
js/index.js
@@ -2,11 +2,25 @@
|
||||
/* TODO: *******************************************
|
||||
*****************************************************
|
||||
|
||||
mod: fields do damage on blocking
|
||||
name: something about radiation?
|
||||
|
||||
mod: do something at the end of each level
|
||||
heal to full
|
||||
should still be effected by the heal reduction at higher difficulty
|
||||
give ammo to current gun
|
||||
give goals/quests for each level
|
||||
how to track goals?
|
||||
take no damage
|
||||
don't shoot
|
||||
|
||||
selection options for field to stay with current
|
||||
|
||||
custom mode grey out mods that are bad, like selection based mods
|
||||
not important
|
||||
|
||||
custom mode can't use recursive mods
|
||||
|
||||
field graphics too dark at high energy
|
||||
not important
|
||||
|
||||
@@ -19,9 +33,10 @@ game setting for slower computers
|
||||
fewer debris
|
||||
fewer mobs
|
||||
|
||||
mod: guardian
|
||||
recursive
|
||||
spawns at start of level
|
||||
mod: gain energy after taking damage
|
||||
use piezoelectric name (already used)
|
||||
|
||||
mod: ground stomp on enterLand()
|
||||
|
||||
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
|
||||
10% max health
|
||||
@@ -153,6 +168,7 @@ const build = {
|
||||
list: [],
|
||||
choosePowerUp(who, index, type) {
|
||||
//check if matching a current power up
|
||||
// if (type === "field" || type === "gun") {
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].index === index && build.list[i].type === type) { //if already click, toggle off
|
||||
build.list.splice(i, 1);
|
||||
@@ -160,7 +176,6 @@ const build = {
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
//check if trying to get a second field
|
||||
if (type === "field") {
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
@@ -170,15 +185,47 @@ const build = {
|
||||
}
|
||||
}
|
||||
}
|
||||
// } else { //type is mod
|
||||
|
||||
// //count each mod type to check for recursion caps
|
||||
// let counts = []
|
||||
// for (let i = 0; i < build.list.length; i++) {
|
||||
// if (build.list[i].type === "mod") {
|
||||
// if (!counts[build.list[i].index]) {
|
||||
// counts[build.list[i].index] = 1
|
||||
// } else {
|
||||
// counts[build.list[i].index] = counts[build.list[i].index] + 1
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// for (let i = 0; i < build.list.length; i++) {
|
||||
// //if above max count, toggle off
|
||||
// if (build.list[i].index === index && build.list[i].type === type &&
|
||||
// counts[index] >= b.mods[index].maxCount) {
|
||||
// //remove all versions of mod
|
||||
|
||||
|
||||
// who.style.backgroundColor = "#fff"
|
||||
// return
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
if (build.list.length < 5) { //add to build array
|
||||
who.style.backgroundColor = "#919ba8" //"#868f9a"
|
||||
build.list[build.list.length] = {
|
||||
who: who,
|
||||
index: index,
|
||||
type: type
|
||||
type: type,
|
||||
}
|
||||
}
|
||||
console.log(build.list)
|
||||
},
|
||||
removeMod(index) {
|
||||
for (let i = build.list.length - 1; i > -1; i--) {
|
||||
if (build.list[i].type === "mod" && build.list[i].index === index) build.list.splice(i, 1);
|
||||
}
|
||||
},
|
||||
startBuildRun() {
|
||||
spawn.setSpawnList();
|
||||
|
||||
Reference in New Issue
Block a user