Composite replaces World
Matter.World has been replaced with Matter.Composite
matter.js deprecated World
could cause problems merging your old code
(replace World with Composite in your code)
tech: many worlds - now costs 1 research at the start of each level to activate
a nerf, but also a buff because if you like a build you can freeze it by not getting research
mine gun has 25% less ammo and 33% more damage
railgun now gets 50% more ammo, but it fires slower
fixed rail gun ammo drain on misfire bug
fixed experiment gun display bug
This commit is contained in:
31
js/index.js
31
js/index.js
@@ -13,6 +13,28 @@ const cat = {
|
||||
phased: 0x100000000,
|
||||
}
|
||||
|
||||
const color = { //light
|
||||
background: "#ddd",
|
||||
block: "rgba(140,140,140,0.85)",
|
||||
blockS: "#222",
|
||||
map: "#444",
|
||||
}
|
||||
|
||||
// const color = { //dark
|
||||
// background: "#333",
|
||||
// block: "#444",
|
||||
// blockS: "#aab",
|
||||
// map: "#556",
|
||||
// bullet: "#fff"
|
||||
// }
|
||||
|
||||
// const color = { //dark
|
||||
// background: "#999",
|
||||
// block: "#888",
|
||||
// blockS: "#111",
|
||||
// map: "#444",
|
||||
// }
|
||||
|
||||
function shuffle(array) {
|
||||
var currentIndex = array.length,
|
||||
temporaryValue,
|
||||
@@ -170,7 +192,7 @@ const build = {
|
||||
// level.onLevel++
|
||||
// }
|
||||
// }
|
||||
// for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
|
||||
// for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
|
||||
// bullet = []; //remove any bullets that might have spawned from tech
|
||||
// if (b.inventory.length > 0) {
|
||||
// b.activeGun = b.inventory[0] //set first gun to active gun
|
||||
@@ -342,6 +364,7 @@ const build = {
|
||||
const techID = document.getElementById("tech-" + i)
|
||||
if (!tech.tech[i].isExperimentHide && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
|
||||
if (tech.tech[i].allowed() || isAllowed || tech.tech[i].count > 0) {
|
||||
// console.log(tech.tech[i].name, isAllowed, tech.tech[i].count, tech.haveGunCheck("nail gun"))
|
||||
const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
|
||||
|
||||
if (tech.tech[i].isFieldTech) {
|
||||
@@ -537,7 +560,7 @@ const build = {
|
||||
b.activeGun = b.inventory[0] //set first gun to active gun
|
||||
simulation.makeGunHUD();
|
||||
}
|
||||
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
|
||||
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
|
||||
bullet = []; //remove any bullets that might have spawned from tech
|
||||
const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value) - 1)
|
||||
level.difficultyIncrease(Math.min(99, levelsCleared * simulation.difficultyMode)) //increase difficulty based on modes
|
||||
@@ -547,7 +570,7 @@ const build = {
|
||||
function removeOne() { //recursive remove one at a time to avoid array problems
|
||||
for (let i = 0; i < powerUp.length; i++) {
|
||||
if (powerUp[i].name === "tech" || powerUp[i].name === "gun" || powerUp[i].name === "field") {
|
||||
Matter.World.remove(engine.world, powerUp[i]);
|
||||
Matter.Composite.remove(engine.world, powerUp[i]);
|
||||
powerUp.splice(i, 1);
|
||||
removeOne();
|
||||
break
|
||||
@@ -928,7 +951,7 @@ window.addEventListener("keydown", function(event) {
|
||||
body[index].collisionFilter.category = cat.body;
|
||||
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
||||
body[index].classType = "body";
|
||||
World.add(engine.world, body[index]); //add to world
|
||||
Composite.add(engine.world, body[index]); //add to world
|
||||
break
|
||||
case "7":
|
||||
const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
|
||||
|
||||
Reference in New Issue
Block a user