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",
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,
count: 0,
allowed() {
@@ -1047,7 +1047,7 @@ const b = {
},
{
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,
count: 0,
allowed() {
@@ -1056,8 +1056,8 @@ const b = {
requires: "laser",
effect() {
b.modLaserReflections++;
b.modLaserDamage += 0.02; //base is 0.05
b.modLaserFieldDrain += 0.0006 //base is 0.002
b.modLaserDamage += 0.025; //base is 0.05
b.modLaserFieldDrain += 0.001 //base is 0.002
},
remove() {
b.modLaserReflections = 2;
@@ -1103,9 +1103,9 @@ const b = {
maxCount: 9,
count: 0,
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() {
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 = `
<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
</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)}, ${player.velocity.y.toFixed(1)})
</div>
`;
// <div class="pause-grid-module" style="display: flex; justify-content: space-between;padding-bottom:20px;">
// <span>${game.SVGleftMouse} fire gun</span>
// <span>${game.SVGrightMouse} use field</span>

View File

@@ -15,7 +15,7 @@ const level = {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(9)
// b.giveGuns("mine")
mech.setField("perfect diamagnetism")
// mech.setField("perfect diamagnetism")
// b.giveMod("irradiated needles");
// b.giveMod("reflective cavity");
@@ -72,18 +72,20 @@ const level = {
if (game.difficulty < 1) game.difficulty = 0;
game.healScale = 1 / (1 + game.difficulty * 0.09)
},
levelAnnounce() {
difficultyText() {
let mode = document.getElementById("difficulty-select").value
if (mode === "0") {
mode = "(easy)"
return "easy"
} else if (mode === "1") {
mode = "(normal)"
return "normal"
} else if (mode === "2") {
mode = "(hard)"
return "hard"
} 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
if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) {
dmg *= 0.9
dmg *= 0.87 // 1 - 0.13
}
}
mech.health -= dmg;
@@ -792,7 +792,7 @@ const mech = {
if (keys[32] || game.mouseDownRight) {
if (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
const x = mech.pos.x + 15 * Math.cos(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.lineCap = "butt"
ctx.stroke();
let eye = 13;
const curve = 0.6 + 0.08 * wave
let aMag = (1 - curve) * Math.PI * mech.fieldArc
let eye = 20;
const curve = 0.5 + 0.06 * wave
let aMag = (1 - curve * 1.2) * Math.PI * mech.fieldArc
let a = mech.angle + aMag
let cp1x = mech.pos.x + curve * range * Math.cos(a)
let cp1y = mech.pos.y + curve * range * Math.sin(a)

View File

@@ -1,6 +1,8 @@
************** 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
this field should make blocking a viable strategy
gain energy on blocking?
@@ -69,6 +71,7 @@ lore - a robot (the player) gains self awareness
final mod is "this is just a simulation"
you get immortality and Infinity damage
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
low or no combat, but more graphics