added 5 new mods, power up display, game balance

This commit is contained in:
landgreen
2019-12-01 18:22:50 -08:00
parent 927933a754
commit 65977ce5aa
10 changed files with 524 additions and 397 deletions

View File

@@ -2,6 +2,15 @@
/* TODO: *******************************************
*****************************************************
add builds with combinations of gun, field and mobs
use the pull down menu
dynamically generate html about fields, guns and mods
add grid check to improve queries over large body arrays
something about broad phase
having trouble with this, might give up
gun: like drones, but fast moving and short lived
dies after doing damage
@@ -12,31 +21,16 @@ gun: Spirit Bomb (singularity)
sucked in stuff increase size
uses energy
left and right click mouse icons for text displays
mod: auto pick up guns, heals, ammo
use the same rule for drones
maybe give some other bonus too?
mod: + move speed and jump height
will leg animations look strange?
that's OK for a mod
this could just slow the mobs down instead?
how?
rework junk bot
it's behavior is too unpredictable
range is unclear
having the bullets last long after doing dmg isn't fun
we want a fun gun that acts like a melee weapon
mouse can get suck as clicked if the user clicks off the window
can lead to gun lock up until player pressed mouse again
should I really need to fix this?
diegetic field meter
show as the player head filling with teal color
atmosphere levels
large rotating fan that the player has to move through
give the user a rest, between combat
@@ -55,17 +49,10 @@ Boss levels
add a key that player picks up and needs to set on the exit door to open it
add modular difficulty settings
take reduced dmg
slower mob look / CD
more drops
fewer mobs
make a new var to scale number of mobs and stop using levels cleared var
make power ups keep moving to player if the pickup field is turned off before they get picked up
not sure how to do this without adding a constant check
levels spawn by having the map aspects randomly fly into place
animate new level spawn by having the map aspects randomly fly into place
new map with repeating endlessness
get ideas from Manifold Garden game
@@ -128,6 +115,37 @@ map: 0x000001 0x111111
*/
//build build grid display
let isShowingBuilds = false
document.getElementById("build-button").addEventListener("click", () => {
const el = document.getElementById("build-grid")
if (isShowingBuilds) {
el.style.display = "none"
isShowingBuilds = false
document.body.style.overflow = "hidden"
document.getElementById("controls").style.display = 'inline'
} else {
let text = ""
for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) {
text += `<div class="build-grid-module "><div class="circle-grid field"></div> &nbsp; <strong style='font-size:1.3em;'>${mech.fieldUpgrades[i].name}</strong><br> ${mech.fieldUpgrades[i].description}</div>`
}
for (let i = 0, len = b.guns.length; i < len; i++) {
text += `<div class="build-grid-module "><div class="circle-grid gun"></div> &nbsp; <strong style='font-size:1.3em;'>${b.guns[i].name}</strong><br> ${b.guns[i].description}</div>`
}
for (let i = 0, len = b.mods.length; i < len; i++) {
text += `<div class="build-grid-module "><div class="circle-grid mod"></div> &nbsp; <strong style='font-size:1.3em;'>${b.mods[i].name}</strong><br> ${b.mods[i].description}</div>`
}
el.innerHTML = text
el.style.display = "grid"
isShowingBuilds = true
document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden";
document.getElementById("controls").style.display = 'none'
}
});
//set up canvas
var canvas = document.getElementById("canvas");
//using "const" causes problems in safari when an ID shares the same name.