general balance (also removed some unused files)

This commit is contained in:
landgreen
2019-09-22 18:55:52 -07:00
parent 8aa9189049
commit 47feed19e5
35 changed files with 172 additions and 3865 deletions

View File

@@ -448,9 +448,17 @@ const game = {
//only in testing mode
if (keys[70]) {
// f for power ups
for (let i = 0; i < 16; ++i) {
powerUps.spawnRandomPowerUp(game.mouseInGame.x, game.mouseInGame.y, 0, 0);
}
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
// for (let i = 0; i < 16; ++i) {
// powerUps.spawnRandomPowerUp(game.mouseInGame.x, game.mouseInGame.y, 0, 0);
// }
}
if (keys[82]) {
// r to teleport to mouse
@@ -555,15 +563,10 @@ const game = {
player.force.y += player.mass * mech.gravity;
},
reset() {
//removes guns and ammo
b.inventory = [];
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
if (b.guns[i].ammo != Infinity) {
b.guns[i].ammo = 0;
b.guns[i].have = false;
} else {
b.inventory.push(i);
}
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
game.paused = false;
engine.timing.timeScale = 1;
@@ -573,14 +576,14 @@ const game = {
game.makeGunHUD();
mech.drop();
mech.addHealth(1);
mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
mech.alive = true;
level.onLevel = 0;
game.levelsCleared = 0;
// level.onLevel = Math.floor(Math.random() * level.levels.length); //picks a random starting level
game.clearNow = true;
document.getElementById("text-log").style.opacity = 0;
document.getElementById("fade-out").style.opacity = 0;
// mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
if (!mech.fieldMode) mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
},
firstRun: true,
splashReturn() {