added several new mods

This commit is contained in:
landgreen
2020-02-09 16:13:17 -08:00
parent b4dfb7a51d
commit b6604643db
7 changed files with 254 additions and 185 deletions

View File

@@ -2,9 +2,18 @@
/* TODO: *******************************************
*****************************************************
add difficulty slider to custom?
speed up movement
higher gravity, larger jump force
faster horizontal acceleration
only increase top speed a bit
phase decoherence energy drain is proportional to player speed
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
10% max health
20% of your current health
mob: targeting laser, then a high speed, no gravity bullet
add difficulty slider to custom?
add recursive mod counts to pause screen
@@ -14,8 +23,6 @@ key required to open the exit to some levels
css transition for pause menu
mod: remove all ammo drops from the game, but double player damage
mod: like Born rule, but for guns
field that pushes everything back, and can destroy smaller blocks
@@ -23,6 +30,7 @@ field that pushes everything back, and can destroy smaller blocks
mod: make player invisible when...
use the flag from phase field
when health is low?
field: a larger radius that attracted enemies
still deflected them near the robot
@@ -60,10 +68,6 @@ mod: do something at the end of each level
take no damage
don't shoot
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
10% max health
20% of your current health
gun: Spirit Bomb (singularity)
use charge up like rail gun
electricity graphics like plasma torch
@@ -243,7 +247,7 @@ const build = {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
}
for (let i = 0, len = b.mods.length; i < len; i++) {
if (b.mods[i].name === "Born rule" || b.mods[i].name === "+1 cardinality") {
if (b.mods[i].name === "Born rule" || b.mods[i].name === "+1 cardinality" || b.mods[i].name === "leveraged investment") {
text += `<div class="build-grid-module" style="opacity:0.3;"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
} else {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
@@ -318,8 +322,8 @@ const build = {
document.getElementById("starting-level").innerHTML = `starting difficulty: <strong style="font-size:1.05em;">${difficulty}</strong>`
},
startBuildRun() {
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList();
spawn.setSpawnList(); //gives random mobs, not starter
game.startGame();
let difficulty = build.list.length * game.difficultyMode - 1
if (game.difficultyMode === 0) {
@@ -330,6 +334,9 @@ const build = {
level.difficultyIncrease(difficulty)
level.isBuildRun = true;
build.givePowerUps();
},
givePowerUps() {
for (let i = 0; i < build.list.length; i++) {
if (build.list[i].type === "field") {
mech.setField(build.list[i].index)