level: lock
new level: lock
it's a work in progress
I'm looking for feedback:
anything confusing?
combat too hard/easy?
it will probably feel hard because you don't know the map yet
images are now hidden by default for new players
time dilation 18->15 energy/s
bug fixes:
extended CSS media rules and power up selection code to entanglement
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@@ -1529,13 +1529,11 @@ const simulation = {
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} else if (e.button === 4) {
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simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
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} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
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if (e.button === 0) { //add map
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if (level.isProcedural) {
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simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});\n`);
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} else {
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simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
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}
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//see map in world
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spawn.mapRect(x, y, dx, dy);
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@@ -1545,14 +1543,12 @@ const simulation = {
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Matter.Body.setStatic(map[len], true); //make static
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Composite.add(engine.world, map[len]); //add to world
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simulation.draw.setPaths() //update map graphics
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} else if (e.button === 2) { //add body
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if (level.isProcedural) {
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simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});\n`);
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} else {
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simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});\n`);
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}
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//see map in world
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spawn.bodyRect(x, y, dx, dy);
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len = body.length - 1
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