added timeSKipBoss to levels
This commit is contained in:
65
js/game.js
65
js/game.js
@@ -257,21 +257,6 @@ const game = {
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game.boldActiveGunHUD();
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// mech.drop();
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},
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// tips = [
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// "You can throw blocks at dangerous speeds by holding the right mouse or spacebar.",
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// "You can use your field to block damage. (right mouse or spacebar)",
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// "Explosive weapons, like the grenade are good at clearing groups.",
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// "Larger and faster bullets do more damage.",
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// "You take more damage from colliding with larger baddies",
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// "Holding large blocks slows down the player.",
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// "holding blocks prevents the field energy from regenerating.",
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// `There are ${mech.fieldUpgrades.length-1} possible field upgrades.`,
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// `There are ${b.guns.length} different guns.`,
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// "You keep field upgrades after you die.",
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// "Unique level bosses always drop a field upgrade if you don't have one.",
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// "You jump higher if you hold down the jump button.",
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// "Crouching while firing makes bullets go faster, but slows the rate of fire.",
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// ]
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keyPress() { //runs on key down event
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if (keys[189]) {
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// - key
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@@ -393,16 +378,6 @@ const game = {
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game.zoomScale = zoomScale
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game.zoom = canvas.height / zoomScale; //sets starting zoom scale
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},
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noCameraScroll() {
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// makes the camera not scroll after changing locations
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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const scale = 0.8;
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mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
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mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
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mech.transX += (mech.transSmoothX - mech.transX) * 1;
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mech.transY += (mech.transSmoothY - mech.transY) * 1;
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},
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zoomTransition(newZoomScale, step = 2) {
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if (game.isAutoZoom) {
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const isBigger = (newZoomScale - game.zoomScale > 0) ? true : false;
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@@ -431,18 +406,6 @@ const game = {
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}
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}
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},
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camera() {
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ctx.save();
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ctx.translate(canvas.width2, canvas.height2); //center
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ctx.scale(game.zoom, game.zoom); //zoom in once centered
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ctx.translate(-canvas.width2 + mech.transX, -canvas.height2 + mech.transY); //translate
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//calculate in game mouse position by undoing the zoom and translations
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game.mouseInGame.x = (game.mouse.x - canvas.width2) / game.zoom + canvas.width2 - mech.transX;
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game.mouseInGame.y = (game.mouse.y - canvas.height2) / game.zoom + canvas.height2 - mech.transY;
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},
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restoreCamera() {
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ctx.restore();
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},
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zoomInFactor: 0,
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startZoomIn(time = 180) {
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game.zoom = 0;
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@@ -459,6 +422,28 @@ const game = {
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}
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}
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},
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noCameraScroll() {
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// makes the camera not scroll after changing locations
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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const scale = 0.8;
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mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
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mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
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mech.transX += (mech.transSmoothX - mech.transX) * 1;
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mech.transY += (mech.transSmoothY - mech.transY) * 1;
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},
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camera() {
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ctx.save();
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ctx.translate(canvas.width2, canvas.height2); //center
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ctx.scale(game.zoom, game.zoom); //zoom in once centered
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ctx.translate(-canvas.width2 + mech.transX, -canvas.height2 + mech.transY); //translate
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//calculate in game mouse position by undoing the zoom and translations
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game.mouseInGame.x = (game.mouse.x - canvas.width2) / game.zoom + canvas.width2 - mech.transX;
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game.mouseInGame.y = (game.mouse.y - canvas.height2) / game.zoom + canvas.height2 - mech.transY;
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},
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restoreCamera() {
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ctx.restore();
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},
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wipe() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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},
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@@ -711,6 +696,12 @@ const game = {
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x: level.enter.x + 50,
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y: level.enter.y - 20
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});
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// Matter.Body.setPosition(player, {
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// x: player.position.x,
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// y: -7000
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// });
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// game.noCameraScroll()
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mech.energy = 0;
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if (game.difficultyMode === 2) mech.damage(0.3);
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if (game.difficultyMode === 1) mech.damage(0.1);
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