added game info in pause

This commit is contained in:
landgreen
2020-03-14 19:42:28 -07:00
parent cc8ecb8a82
commit 73308d2ad3
5 changed files with 34 additions and 19 deletions

View File

@@ -511,7 +511,7 @@ const b = {
}, },
{ {
name: "entanglement", name: "entanglement",
description: "<strong>10%</strong> less <strong>harm</strong> for each gun in your <strong>inventory</strong><br> while your <strong>first gun</strong> is equipped", description: "<strong>13%</strong> less <strong>harm</strong> for each gun in your <strong>inventory</strong><br> while your <strong>first gun</strong> is equipped",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
@@ -1047,7 +1047,7 @@ const b = {
}, },
{ {
name: "specular reflection", name: "specular reflection",
description: "the <strong>laser</strong> gains <strong>+1</strong> reflection<br><strong>+33%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain", description: "the <strong>laser</strong> gains <strong>+1</strong> reflection<br><strong>+50%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
@@ -1056,8 +1056,8 @@ const b = {
requires: "laser", requires: "laser",
effect() { effect() {
b.modLaserReflections++; b.modLaserReflections++;
b.modLaserDamage += 0.02; //base is 0.05 b.modLaserDamage += 0.025; //base is 0.05
b.modLaserFieldDrain += 0.0006 //base is 0.002 b.modLaserFieldDrain += 0.001 //base is 0.002
}, },
remove() { remove() {
b.modLaserReflections = 2; b.modLaserReflections = 2;
@@ -1103,9 +1103,9 @@ const b = {
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics" || mech.fieldUpgrades[mech.fieldMode].name === "diamagnetic field" return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics" || mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
}, },
requires: "standing wave harmonics<br>or diamagnetic field", requires: "standing wave harmonics<br>or perfect diamagnetism",
effect() { effect() {
b.modBlockDmg += 0.6 //if you change this value also update the for loop in the electricity graphics in mech.pushMass b.modBlockDmg += 0.6 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
}, },

View File

@@ -19,7 +19,17 @@ const build = {
let text = ` let text = `
<div class="pause-grid-module"> <div class="pause-grid-module">
<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; press P to resume <span style="font-size:1.5em;font-weight: 600;">PAUSED</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; press P to resume
</div>`; </div>
<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">
level: ${level.levelsCleared} - ${level.levels[level.onLevel]} (${level.difficultyText()})
<br>${mob.length} mobs, &nbsp; ${body.length} blocks, &nbsp; ${bullet.length} bullets, &nbsp; ${powerUp.length} power ups
<br>mouse: (${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)}) &nbsp; ${mech.cycle} cycles
<br>
<br>health: ${(mech.health*100).toFixed(0)}% &nbsp; energy: ${(mech.energy*100).toFixed(0)}% &nbsp; mass: ${player.mass.toFixed(1)}
<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) &nbsp; velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
</div>
`;
// <div class="pause-grid-module" style="display: flex; justify-content: space-between;padding-bottom:20px;"> // <div class="pause-grid-module" style="display: flex; justify-content: space-between;padding-bottom:20px;">
// <span>${game.SVGleftMouse} fire gun</span> // <span>${game.SVGleftMouse} fire gun</span>
// <span>${game.SVGrightMouse} use field</span> // <span>${game.SVGrightMouse} use field</span>

View File

@@ -15,7 +15,7 @@ const level = {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
// level.difficultyIncrease(9) // level.difficultyIncrease(9)
// b.giveGuns("mine") // b.giveGuns("mine")
mech.setField("perfect diamagnetism") // mech.setField("perfect diamagnetism")
// b.giveMod("irradiated needles"); // b.giveMod("irradiated needles");
// b.giveMod("reflective cavity"); // b.giveMod("reflective cavity");
@@ -72,18 +72,20 @@ const level = {
if (game.difficulty < 1) game.difficulty = 0; if (game.difficulty < 1) game.difficulty = 0;
game.healScale = 1 / (1 + game.difficulty * 0.09) game.healScale = 1 / (1 + game.difficulty * 0.09)
}, },
levelAnnounce() { difficultyText() {
let mode = document.getElementById("difficulty-select").value let mode = document.getElementById("difficulty-select").value
if (mode === "0") { if (mode === "0") {
mode = "(easy)" return "easy"
} else if (mode === "1") { } else if (mode === "1") {
mode = "(normal)" return "normal"
} else if (mode === "2") { } else if (mode === "2") {
mode = "(hard)" return "hard"
} else if (mode === "4") { } else if (mode === "4") {
mode = "(why)" return "why"
} }
document.title = "n-gon: L" + (level.levelsCleared) + " " + level.levels[level.onLevel] + " " + mode; },
levelAnnounce() {
document.title = "n-gon: L" + (level.levelsCleared) + " " + level.levels[level.onLevel] + " (" + level.difficultyText() + ")";
}, },
//****************************************************************************************************************** //******************************************************************************************************************
//****************************************************************************************************************** //******************************************************************************************************************

View File

@@ -461,7 +461,7 @@ const mech = {
dmg *= mech.fieldDamageResistance dmg *= mech.fieldDamageResistance
if (b.isModEntanglement && b.inventory[0] === b.activeGun) { if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) { for (let i = 0, len = b.inventory.length; i < len; i++) {
dmg *= 0.9 dmg *= 0.87 // 1 - 0.13
} }
} }
mech.health -= dmg; mech.health -= dmg;
@@ -792,7 +792,7 @@ const mech = {
if (keys[32] || game.mouseDownRight) { if (keys[32] || game.mouseDownRight) {
if (mech.energy > 0.0007) { if (mech.energy > 0.0007) {
mech.energy -= 0.0007; mech.energy -= 0.0007;
mech.throwCharge += 1 / mech.holdingTarget.mass * b.modThrowChargeRate mech.throwCharge += 0.5 * b.modThrowChargeRate / mech.holdingTarget.mass
//draw charge //draw charge
const x = mech.pos.x + 15 * Math.cos(mech.angle); const x = mech.pos.x + 15 * Math.cos(mech.angle);
const y = mech.pos.y + 15 * Math.sin(mech.angle); const y = mech.pos.y + 15 * Math.sin(mech.angle);
@@ -910,9 +910,9 @@ const mech = {
ctx.lineWidth = 2.5 - 1.5 * wave; ctx.lineWidth = 2.5 - 1.5 * wave;
ctx.lineCap = "butt" ctx.lineCap = "butt"
ctx.stroke(); ctx.stroke();
let eye = 13; let eye = 20;
const curve = 0.6 + 0.08 * wave const curve = 0.5 + 0.06 * wave
let aMag = (1 - curve) * Math.PI * mech.fieldArc let aMag = (1 - curve * 1.2) * Math.PI * mech.fieldArc
let a = mech.angle + aMag let a = mech.angle + aMag
let cp1x = mech.pos.x + curve * range * Math.cos(a) let cp1x = mech.pos.x + curve * range * Math.cos(a)
let cp1y = mech.pos.y + curve * range * Math.sin(a) let cp1y = mech.pos.y + curve * range * Math.sin(a)

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@@ -1,6 +1,8 @@
************** TODO - n-gon ************** ************** TODO - n-gon **************
gun or mod - drones that only last for 2 seconds
field - the basic field emitter, but no energy loss and no knock back on blocks field - the basic field emitter, but no energy loss and no knock back on blocks
this field should make blocking a viable strategy this field should make blocking a viable strategy
gain energy on blocking? gain energy on blocking?
@@ -69,6 +71,7 @@ lore - a robot (the player) gains self awareness
final mod is "this is just a simulation" final mod is "this is just a simulation"
you get immortality and Infinity damage you get immortality and Infinity damage
the next level is the final level the next level is the final level
when you die with Quantum Immortality there is a chance of lore text
atmosphere levels: change the pace, give the user a rest between combat atmosphere levels: change the pace, give the user a rest between combat
low or no combat, but more graphics low or no combat, but more graphics