added colors to custom grid select

added random laser boss positions
This commit is contained in:
landgreen
2020-02-19 06:11:36 -08:00
parent 920e93b328
commit 97f89b0ba2
5 changed files with 55 additions and 29 deletions

View File

@@ -68,7 +68,7 @@ const build = {
for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun
isDeselect = true isDeselect = true
who.classList.remove("build-grid-selected"); who.classList.remove("build-gun-selected");
//remove gun //remove gun
b.inventory.splice(i, 1) b.inventory.splice(i, 1)
b.guns[index].count = 0; b.guns[index].count = 0;
@@ -79,24 +79,24 @@ const build = {
} }
} }
if (!isDeselect) { //add gun if (!isDeselect) { //add gun
who.classList.add("build-grid-selected"); who.classList.add("build-gun-selected");
b.giveGuns(index) b.giveGuns(index)
} }
} else if (type === "field") { } else if (type === "field") {
if (mech.fieldMode !== index) { if (mech.fieldMode !== index) {
document.getElementById("field-" + mech.fieldMode).classList.remove("build-grid-selected"); document.getElementById("field-" + mech.fieldMode).classList.remove("build-field-selected");
mech.setField(index) mech.setField(index)
who.classList.add("build-grid-selected"); who.classList.add("build-field-selected");
} }
} else if (type === "mod") { //remove mod if you have too many } else if (type === "mod") { //remove mod if you have too many
if (b.mods[index].count < b.mods[index].maxCount) { if (b.mods[index].count < b.mods[index].maxCount) {
if (!who.classList.contains("build-grid-selected")) who.classList.add("build-grid-selected"); if (!who.classList.contains("build-mod-selected")) who.classList.add("build-mod-selected");
b.giveMod(index) b.giveMod(index)
// if (b.mods[index].count > 1) who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[index].name} (${b.mods[index].count}x)</div> ${b.mods[index].description}` // if (b.mods[index].count > 1) who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[index].name} (${b.mods[index].count}x)</div> ${b.mods[index].description}`
} else { } else {
b.removeMod(index); b.removeMod(index);
// who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[index].name}</div> ${b.mods[index].description}` // who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[index].name}</div> ${b.mods[index].description}`
who.classList.remove("build-grid-selected"); who.classList.remove("build-mod-selected");
} }
} }
//update mod text //disable not allowed mods //update mod text //disable not allowed mods
@@ -123,8 +123,8 @@ const build = {
if (b.mods[i].count > 0) { if (b.mods[i].count > 0) {
b.removeMod(i) b.removeMod(i)
} }
if (modID.classList.contains("build-grid-selected")) { if (modID.classList.contains("build-mod-selected")) {
modID.classList.remove("build-grid-selected"); modID.classList.remove("build-mod-selected");
} }
} }
} }
@@ -192,7 +192,7 @@ const build = {
b.setupAllMods(); b.setupAllMods();
build.isCustomSelection = true; build.isCustomSelection = true;
build.populateGrid(); build.populateGrid();
document.getElementById("field-0").classList.add("build-grid-selected"); document.getElementById("field-0").classList.add("build-field-selected");
document.getElementById("build-grid").style.display = "grid" document.getElementById("build-grid").style.display = "grid"
}, },

View File

@@ -13,7 +13,7 @@ const level = {
levelsCleared: 0, levelsCleared: 0,
start() { start() {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
// level.difficultyIncrease(5) // level.difficultyIncrease(4)
// b.giveGuns("laser") // b.giveGuns("laser")
// mech.setField("negative mass field") // mech.setField("negative mass field")
// for (let i = 0; i < 9; i++) { // for (let i = 0; i < 9; i++) {
@@ -448,6 +448,8 @@ const level = {
spawn.mapRect(-500, -1900, 400, 50); //super high shade spawn.mapRect(-500, -1900, 400, 50); //super high shade
spawn.mapRect(0, -1900, 400, 50); //super high shade spawn.mapRect(0, -1900, 400, 50); //super high shade
spawn.mapRect(-150, -1350, 200, 25); //super high shade spawn.mapRect(-150, -1350, 200, 25); //super high shade
spawn.bodyRect(140, -2100, 150, 200); //shield from laser
level.fillBG.push({ level.fillBG.push({
x: -300, x: -300,
y: -1900, y: -1900,
@@ -563,9 +565,17 @@ const level = {
spawn.randomBoss(2700, -1600, 0.1); spawn.randomBoss(2700, -1600, 0.1);
spawn.randomBoss(1600, -100, 0); spawn.randomBoss(1600, -100, 0);
spawn.randomBoss(5000, -3900, -0.3); spawn.randomBoss(5000, -3900, -0.3);
// spawn.laserBoss(2750, -2600); if (game.difficulty > 3) {
if (game.difficulty > 3) spawn.laserBoss(3050, -2850); if (Math.random() < 0.25) {
spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random());
} else if (Math.random() < 0.33) {
spawn.laserBoss(1800 + 250 * Math.random(), -2600 + 150 * Math.random());
} else if (Math.random() < 0.5) {
spawn.laserBoss(3500 + 250 * Math.random(), -2600 + 1000 * Math.random());
} else {
spawn.laserBoss(600 + 200 * Math.random(), -2150 + 250 * Math.random());
}
}
}, },
rooftops() { rooftops() {
level.defaultZoom = 1700 level.defaultZoom = 1700

View File

@@ -130,7 +130,7 @@ const powerUps = {
}, },
mod: { mod: {
name: "mod", name: "mod",
color: "#a8f", color: "hsl(246,100%,77%)", //"#a8f",
size() { size() {
return 42; return 42;
}, },

View File

@@ -214,12 +214,28 @@ summary {
background-color: #efeff5; background-color: #efeff5;
} }
.build-grid-selected { .build-field-selected {
background-color: #76808d; background-color: hsl(193, 100%, 75%);
} }
.build-grid-selected:hover { .build-field-selected:hover {
background-color: #76808d; background-color: hsl(193, 100%, 68%);
}
.build-gun-selected {
background-color: hsl(218, 100%, 81%);
}
.build-gun-selected:hover {
background-color: hsl(218, 100%, 76%);
}
.build-mod-selected {
background-color: hsl(247, 100%, 84%);
}
.build-mod-selected:hover {
background-color: hsl(247, 100%, 81%);
} }
.build-grid-disabled { .build-grid-disabled {
@@ -412,7 +428,7 @@ em {
} }
.color-m { .color-m {
color: rgb(115, 61, 202); color: hsl(246, 57%, 52%);
letter-spacing: 1px; letter-spacing: 1px;
} }
@@ -442,7 +458,8 @@ em {
} }
.mod { .mod {
background: #96e; /* background: rgb(116, 102, 238); */
background: hsl(246, 80%, 67%);
} }
.grey { .grey {

View File

@@ -1,10 +1,5 @@
************** TODO - n-gon ************** ************** TODO - n-gon **************
randomize boss laser spawn locations
consider making jumping cost energy (like stamina)
should walking cost energy too?
mod - nano-scale field makes spores instead of drones mod - nano-scale field makes spores instead of drones
mod - mines - fire something instead of needles on activation mod - mines - fire something instead of needles on activation
@@ -21,11 +16,15 @@ 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
atmosphere levels that explore lore
give the user a rest, between combat atmosphere levels: change the pace, give the user a rest between combat
low combat more graphics low or no combat, but more graphics
explore lore
add text for player thoughts?
simple puzzles
cool looking stuff
large rotating fan that the player has to move through large rotating fan that the player has to move through
nonaggressive mobs one mob attacking the passive mobs nonaggressive mobs
in the final level you see your self at the starting level, with the wires in the final level you see your self at the starting level, with the wires
you shoot your self to wake up? you shoot your self to wake up?