added mod powerUps and balance
This commit is contained in:
79
js/index.js
79
js/index.js
@@ -6,10 +6,6 @@ field power up effects
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field produces a whirlpool effect of force around player
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field allows player to hold and throw living mobs
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other power up ideas
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killing a mob triggers: a spore bullet
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maybe you could replace the power method with a new one to get this to work
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give mobs more animal-like behaviors
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like rainworld
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give mobs something to do when they don't see player
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@@ -40,30 +36,23 @@ game mechanics
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track foot positions with velocity better as the player walks/crouch/runs
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add bullet on damage effects
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effects could:
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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change mob traits
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mass
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friction
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damage done
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change things about the bullet
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bounce the bullet again in a new direction
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fire several bullets as shrapnel
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increase the bullet size to do AOE dmg?? (how)
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just run a for loop over all mobs, and do damage to the one that are close
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bullets return to player
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use a constraint? does bullet just start with a constraint or is it added on damage?
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change the player
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vampire bullets heal for the damage done
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or give the player a shield??
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or only heal if the mob dies (might be tricky)
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remove standing on player actions
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replace with check if player feet are in an area.
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gun mod power ups
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higher damage when crouched
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can fire while field is active
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bullet on mob damage effects
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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fire a few smaller bullets
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killing a mob triggers: a spore bullet
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maybe you could replace the power method with a new one to get this to work
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negative mods for balancing
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self damage on fire
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knock back
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lower fire rate
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smaller bullets
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smaller explosions
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shorter lasting bullets
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@@ -158,40 +147,6 @@ document.body.addEventListener("wheel", (e) => {
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});
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// window.addEventListener("gamepadconnected", function (e) {
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// console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.",
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// e.gamepad.index, e.gamepad.id,
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// e.gamepad.buttons.length, e.gamepad.axes.length);
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// });
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game.loop = game.mouseLoop;
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window.addEventListener("gamepadconnected", function (e) {
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console.log('gamepad connected')
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document.getElementById("gamepad").style.display = "inline";
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game.gamepad.connected = true;
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polGamepadCycle();
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game.loop = game.gamepadLoop;
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});
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window.addEventListener("gamepaddisconnected", function (e) {
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disconnectGamepad()
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});
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function disconnectGamepad() {
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console.log('gamepad disconnected')
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document.getElementById("gamepad").style.display = "none";
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game.gamepad.connected = false;
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game.loop = game.mouseLoop;
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}
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//this runs to get gamepad data even when paused
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function polGamepadCycle() {
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game.gamepad.cycle++
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if (game.gamepad.connected) requestAnimationFrame(polGamepadCycle);
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game.polGamepad()
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}
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// function playSound(id) {
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// //play sound
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// if (false) {
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