wording
This commit is contained in:
55
js/game.js
55
js/game.js
@@ -636,33 +636,8 @@ const game = {
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}
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}
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},
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},
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checks() {
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checks() {
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// if 4000px deep
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if (mech.pos.y > game.fallHeight) { // if 4000px deep
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if (mech.pos.y > game.fallHeight) {
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mech.death();
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mech.death();
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// if (b.modNonEuclidean) {
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// Matter.Body.setPosition(player, {
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// x: player.position.x,
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// y: player.position.y - 12000
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// });
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// Matter.Body.setVelocity(player, {
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// x: player.velocity.x,
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// y: player.velocity.y * 0
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// });
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// mech.pos.x = player.position.x;
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// mech.pos.y = playerBody.position.y - mech.yOff;
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// //smoothed mouse look translations
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// const scale = 10;
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// mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
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// mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
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// mech.transX = mech.transSmoothX
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// mech.transY = mech.transSmoothY
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// } else {
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// mech.death();
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// }
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}
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}
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if (!(mech.cycle % 60)) { //once a second checks
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if (!(mech.cycle % 60)) { //once a second checks
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@@ -680,22 +655,20 @@ const game = {
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}
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}
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}
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}
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if (!(game.cycle % 420)) { //once every 7 seconds
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}
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fallCheck = function (who) {
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let i = who.length;
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if (!(game.cycle % 420)) { //once every 7 seconds
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while (i--) {
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fallCheck = function (who) {
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if (who[i].position.y > game.fallHeight) {
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let i = who.length;
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Matter.World.remove(engine.world, who[i]);
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while (i--) {
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who.splice(i, 1);
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if (who[i].position.y > game.fallHeight) {
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}
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Matter.World.remove(engine.world, who[i]);
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who.splice(i, 1);
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}
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}
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}
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};
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};
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fallCheck(mob);
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fallCheck(mob);
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fallCheck(body);
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fallCheck(body);
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fallCheck(powerUp);
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fallCheck(powerUp);
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}
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}
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}
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},
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},
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testingOutput() {
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testingOutput() {
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@@ -406,8 +406,8 @@ const level = {
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spawn.mapRect(-300, -800, 50, 800);
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spawn.mapRect(-300, -800, 50, 800);
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spawn.mapRect(-100, -20, 100, 30);
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spawn.mapRect(-100, -20, 100, 30);
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spawn.mapRect(-300, -10, 500, 50);
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spawn.mapRect(-300, -10, 500, 50);
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spawn.mapRect(150, -515, 50, 365);
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spawn.mapRect(150, -510, 50, 365);
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spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room
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spawn.bodyRect(170, -130, 14, 145, 1, spawn.propsFriction); //door to starting room
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spawn.mapRect(-300, 0, 1000, 300); //ground
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spawn.mapRect(-300, 0, 1000, 300); //ground
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spawn.mapRect(-300, 250, 6300, 300); //deeper ground
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spawn.mapRect(-300, 250, 6300, 300); //deeper ground
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spawn.bodyRect(2100, 50, 80, 80);
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spawn.bodyRect(2100, 50, 80, 80);
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@@ -243,6 +243,10 @@ summary {
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color: #ccc;
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color: #ccc;
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}
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}
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.build-grid-disabled:hover {
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background-color: #fff;
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}
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#info {
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#info {
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position: absolute;
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position: absolute;
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bottom: 3px;
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bottom: 3px;
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2
todo.txt
2
todo.txt
@@ -1,7 +1,5 @@
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************** TODO - n-gon **************
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************** TODO - n-gon **************
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mod - nano-scale field makes spores instead of drones
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mod - mines - fire something instead of needles on activation
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mod - mines - fire something instead of needles on activation
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foam?, flak?, vacuum bomb, super balls
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foam?, flak?, vacuum bomb, super balls
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make a different mod for each type of bullet mine can fire
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make a different mod for each type of bullet mine can fire
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