general balance (also removed some unused files)
This commit is contained in:
29
js/game.js
29
js/game.js
@@ -448,9 +448,17 @@ const game = {
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//only in testing mode
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if (keys[70]) {
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// f for power ups
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for (let i = 0; i < 16; ++i) {
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powerUps.spawnRandomPowerUp(game.mouseInGame.x, game.mouseInGame.y, 0, 0);
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}
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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, "gun");
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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, "gun");
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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, "heal");
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// for (let i = 0; i < 16; ++i) {
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// powerUps.spawnRandomPowerUp(game.mouseInGame.x, game.mouseInGame.y, 0, 0);
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// }
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}
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if (keys[82]) {
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// r to teleport to mouse
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@@ -555,15 +563,10 @@ const game = {
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player.force.y += player.mass * mech.gravity;
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},
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reset() {
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//removes guns and ammo
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b.inventory = [];
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b.inventory = []; //removes guns and ammo
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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if (b.guns[i].ammo != Infinity) {
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b.guns[i].ammo = 0;
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b.guns[i].have = false;
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} else {
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b.inventory.push(i);
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}
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b.guns[i].have = false;
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if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
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}
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game.paused = false;
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engine.timing.timeScale = 1;
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@@ -573,14 +576,14 @@ const game = {
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game.makeGunHUD();
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mech.drop();
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mech.addHealth(1);
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mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
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mech.alive = true;
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level.onLevel = 0;
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game.levelsCleared = 0;
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// level.onLevel = Math.floor(Math.random() * level.levels.length); //picks a random starting level
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game.clearNow = true;
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document.getElementById("text-log").style.opacity = 0;
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document.getElementById("fade-out").style.opacity = 0;
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// mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
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if (!mech.fieldMode) mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
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},
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firstRun: true,
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splashReturn() {
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