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:
landgreen
2020-01-03 09:29:25 -08:00
parent 47eeafab08
commit 42b2cde9a2
9 changed files with 706 additions and 641 deletions

View File

@@ -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();