font spacing, gun discriptions, game balance

This commit is contained in:
landgreen
2019-10-07 06:51:31 -07:00
parent 99813abf79
commit 868a8a3e89
9 changed files with 191 additions and 164 deletions

View File

@@ -218,6 +218,9 @@ const game = {
levelsCleared: 0,
g: 0.001,
dmgScale: 1,
accelScale: 1,
CDScale: 1,
lookFreqScale: 1,
onTitlePage: true,
paused: false,
testing: false, //testing mode: shows wireframe and some variables
@@ -345,6 +348,21 @@ const game = {
game.boldActiveGunHUD();
// mech.drop();
},
// tips = [
// "You can throw blocks at dangerous speeds by holding the right mouse or spacebar.",
// "You can use your field to block damage. (right mouse or spacebar)",
// "Explosive weapons, like the grenade are good at clearing groups.",
// "Larger and faster bullets do more damage.",
// "You take more damage from colliding with larger baddies",
// "Holding large blocks slows down the player.",
// "holding blocks prevents the field energy from regenerating.",
// `There are ${mech.fieldUpgrades.length-1} possible field upgrades.`,
// `There are ${b.guns.length} different guns.`,
// "You keep field upgrades after you die.",
// "Unique level bosses always drop a field upgrade if you don't have one.",
// "You jump higher if you hold down the jump button.",
// "Crouching while firing makes bullets go faster, but slows the rate of fire.",
// ]
keyPress() {
//runs on key press event
// if (keys[49]) {
@@ -447,8 +465,18 @@ const game = {
}
} else if (this.testing) {
//only in testing mode
if (keys[70]) {
// f for power ups
if (keys[70]) { //cycle fields with F
if (mech.fieldMode === mech.fieldUpgrades.length - 1) {
mech.fieldUpgrades[0]()
} else {
mech.fieldUpgrades[mech.fieldMode + 1]()
}
}
if (keys[71]) { // give all guns with G
b.giveGuns("all", 1000)
}
if (keys[72]) { // power ups with H
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
@@ -456,13 +484,9 @@ const game = {
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
// for (let i = 0; i < 16; ++i) {
// powerUps.spawnRandomPowerUp(game.mouseInGame.x, game.mouseInGame.y, 0, 0);
// }
}
if (keys[82]) {
// r to teleport to mouse
if (keys[82]) { // teleport to mouse with R
Matter.Body.setPosition(player, this.mouseInGame);
Matter.Body.setVelocity(player, {
x: 0,
@@ -745,7 +769,11 @@ const game = {
line += 20;
ctx.fillText("R: teleport to mouse", x, line);
line += 20;
ctx.fillText("F: spawn power ups", x, line);
ctx.fillText("F: cycle field", x, line);
line += 20;
ctx.fillText("G: give all guns", x, line);
line += 20;
ctx.fillText("H: spawn power ups", x, line);
line += 30;
ctx.fillText("cycle: " + game.cycle, x, line);