custom mode rework, might be done

This commit is contained in:
landgreen
2020-02-17 07:26:14 -08:00
parent 32733909ab
commit b9ecfbc997
7 changed files with 230 additions and 202 deletions

View File

@@ -46,21 +46,6 @@ const b = {
isModEnergyRecovery: null,
isModHealthRecovery: null,
isModEnergyLoss: null,
removeAllMods() {
for (let i = 0, len = b.mods.length; i < len; i++) {
b.mods[i].remove();
b.mods[i].count = 0
}
b.modCount = 0;
},
setModDefaults() {
for (let i = 0, len = b.mods.length; i < len; i++) {
if (b.mods[i].count) b.mods[i].remove();
b.mods[i].count = 0
}
b.modCount = 0;
},
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
@@ -139,7 +124,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return mech.health < 0.75
return mech.health < 0.75 || level.isBuildRun
},
effect() {
b.isModLowHealthDmg = true; //used in mob.damage()
@@ -215,7 +200,7 @@ const b = {
maxCount: 3,
count: 0,
allowed() {
return b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
},
effect() {
b.isModBulletsLastLonger += 0.33
@@ -369,7 +354,7 @@ const b = {
},
{
name: "scrap recycling",
description: "regen up to <strong>1%</strong> of max <strong class='color-h'>health</strong> every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
description: "<strong class='color-h'>heal</strong> up to <strong>1%</strong> of max health every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -388,7 +373,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return b.isModHealthRecovery
return b.isModEnergyRecovery
},
effect() {
b.isModEnergyLoss = true;
@@ -422,7 +407,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return b.modSquirrelFx === 1.2
return b.modSquirrelFx > 1
},
effect() {
b.isModStomp = true
@@ -547,7 +532,7 @@ const b = {
maxCount: 9,
count: 0,
allowed() {
return mech.health < 0.7
return mech.health < 0.7 || level.isBuildRun
},
effect() {
b.modRecursiveHealing += 1
@@ -661,7 +646,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return (b.modCount > 6)
return (b.modCount > 6) && !level.isBuildRun
},
effect: () => {
let count = b.modCount
@@ -669,7 +654,7 @@ const b = {
for (let i = 0; i < count; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
b.setModDefaults(); // remove all mods
b.setupAllMods(); // remove all mods
//have state is checked in mech.death()
},
remove() {
@@ -723,7 +708,7 @@ const b = {
},
{
name: "specular reflection",
description: "your <strong>laser</strong> gains <strong>+1</strong> reflection<br><strong>+20%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
description: "your <strong>laser</strong> gains <strong>+1</strong> reflection<br><strong>+30%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
maxCount: 9,
count: 0,
allowed() {
@@ -731,8 +716,8 @@ const b = {
},
effect() {
b.modLaserReflections++;
b.modLaserDamage += 0.010; //base is 0.05
b.modLaserFieldDrain += 0.0004 //base is 0.002
b.modLaserDamage += 0.015; //base is 0.05
b.modLaserFieldDrain += 0.0006 //base is 0.002
},
remove() {
b.modLaserReflections = 2;
@@ -772,6 +757,27 @@ const b = {
// }
// },
],
removeMod(index) {
b.mods[index].remove();
b.mods[index].count = 0;
game.updateModHUD();
},
setupAllMods() {
for (let i = 0, len = b.mods.length; i < len; i++) {
b.mods[i].remove();
b.mods[i].count = 0
}
b.modCount = 0;
game.updateModHUD();
},
// setupAllMods() {
// for (let i = 0, len = b.mods.length; i < len; i++) {
// if (b.mods[i].count) b.mods[i].remove();
// b.mods[i].count = 0
// }
// b.modCount = 0;
// game.updateModHUD();
// },
giveMod(index = 'random') {
if (index === 'random') {
let options = [];

View File

@@ -437,7 +437,7 @@ const game = {
}
b.activeGun = null;
b.removeAllMods(); //sets mods to defauls values
b.setupAllMods(); //sets mods to default values
game.updateModHUD();
mech.maxHealth = 1
mech.fieldEnergyMax = 1
@@ -533,7 +533,7 @@ const game = {
if (game.firstRun) {
mech.spawn(); //spawns the player
b.setModDefaults(); //doesn't run on reset so that gun mods carry over to new runs
b.setupAllMods(); //doesn't run on reset so that gun mods carry over to new runs
function shuffle(array) {
var currentIndex = array.length,

View File

@@ -14,147 +14,6 @@ const cat = {
//build build grid display
const build = {
choosePowerUp(who, index, type) {
// mech.setField(build.list[i].index)
// b.giveGuns(build.list[i].index)
// b.giveMod(build.list[i].index)
if (type === "field" || type === "gun") {
let isDeselect = false
//if already click, toggle off
for (let i = 0; i < build.list.length; i++) {
if (build.list[i].index === index && build.list[i].type === type) {
build.list.splice(i, 1);
who.style.backgroundColor = "#fff"
isDeselect = true
break
}
}
//check if trying to get a second field
if (type === "field") {
mech.setField(index)
for (let i = 0; i < build.list.length; i++) {
if (build.list[i].type === "field") { //if already click, toggle off
build.list[i].who.style.backgroundColor = "#fff"
build.list.splice(i, 1);
}
}
}
if (!isDeselect) {
who.style.backgroundColor = "#919ba8" //"#868f9a"
build.list[build.list.length] = {
who: who,
index: index,
type: type,
}
}
} else if (type === "mod") {
if (who.style.backgroundColor !== "#919ba8") who.style.backgroundColor = "#919ba8" //"#868f9a"
//if already clicked graphically indicate recursive clicks
let count = 0
for (let i = 0; i < build.list.length; i++) {
if (build.list[i].type === "mod" && build.list[i].index === index) {
count++
}
}
if (count < b.mods[index].maxCount) {
//add mod to build list
build.list[build.list.length] = {
who: who,
index: index,
type: type,
}
count++
//display mod count in grid box text
if (count > 1) who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[index].name} (${count}x)</div> ${b.mods[index].description}`
} else {
//when above the mod limit remove all of that mod
for (let i = build.list.length - 1; i > -1; i--) {
if (build.list[i].index === index && build.list[i].type === type) {
build.list.splice(i, 1);
}
}
//and reset the text
who.style.backgroundColor = "#fff"
who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[index].name}</div> ${b.mods[index].description}`
}
}
// document.title = `effective starting level: ${build.list.length * game.difficultyMode}`
// build.calculateCustomDifficulty()
},
populateGrid() {
let text = `
<div style="display: flex; justify-content: space-around; align-items: center;">
<svg class="SVG-button" onclick="build.startBuildRun()" width="115" height="51">
<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
<text x="18" y="38">start</text>
</g>
</svg>
<svg class="SVG-button" onclick="build.reset()" width="70" height="35">
<g stroke='none' fill='#333' stroke-width="2" font-size="22px" font-family="Ariel, sans-serif">
<text x="10" y="24">reset</text>
</g>
</svg>
</div>
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:#c4ccd8;">
<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
<select name="difficulty-select" id="difficulty-select-custom">
<option value="0">easy</option>
<option value="1" selected>normal</option>
<option value="2">hard</option>
<option value="4">why...</option>
</select>
</div>`
for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[i].name}</div> ${mech.fieldUpgrades[i].description}</div>`
}
for (let i = 0, len = b.guns.length; i < len; i++) {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${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].allowed() ||
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>`
}
}
document.getElementById("build-grid").innerHTML = text
},
reset() {
build.populateGrid();
document.getElementById("difficulty-select-custom").value = localSettings.difficultyMode
document.getElementById("difficulty-select-custom").addEventListener("input", () => {
document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value
game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
localSettings.difficultyMode = game.difficultyMode
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// build.calculateCustomDifficulty()
});
document.getElementById("build-grid").style.display = "grid"
// build.calculateCustomDifficulty()
document.getElementById("difficulty-select-custom").value = localSettings.difficultyMode
},
startBuildRun() {
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList();
const increase = Number(document.getElementById("starting-level").value) * game.difficultyMode
level.levelsCleared += increase;
level.difficultyIncrease(increase) //increase difficulty based on modes
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
document.getElementById("build-grid").style.display = "none"
game.paused = false;
requestAnimationFrame(cycle);
},
pauseGrid() {
// let text = `<div class="pause-grid-module" style="border:0px;background:none;"></div>`
let text = `
@@ -202,6 +61,156 @@ const build = {
document.getElementById("pause-grid-left").style.display = "none"
document.getElementById("pause-grid-right").style.display = "none"
},
choosePowerUp(who, index, type) {
if (type === "gun") {
let isDeselect = false
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
isDeselect = true
who.classList.remove("build-grid-selected");
//remove gun
b.inventory.splice(i, 1)
b.guns[index].count = 0;
b.guns[index].have = false;
if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
game.makeGunHUD();
break
}
}
if (!isDeselect) { //add gun
who.classList.add("build-grid-selected");
b.giveGuns(index)
}
} else if (type === "field") {
if (mech.fieldMode !== index) {
document.getElementById("field-" + mech.fieldMode).classList.remove("build-grid-selected");
mech.setField(index)
who.classList.add("build-grid-selected");
}
} else if (type === "mod") { //remove mod if you have too many
if (b.mods[index].count < b.mods[index].maxCount) {
if (!who.classList.contains("build-grid-selected")) who.classList.add("build-grid-selected");
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}`
} else {
b.removeMod(index);
who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[index].name}</div> ${b.mods[index].description}`
who.classList.remove("build-grid-selected");
}
}
//disable not allowed mods
for (let i = 0, len = b.mods.length; i < len; i++) {
const modID = document.getElementById("mod-" + i)
if (b.mods[i].allowed()) {
if (modID.classList.contains("build-grid-disabled")) {
modID.classList.remove("build-grid-disabled");
modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
}
} else {
if (!modID.classList.contains("build-grid-disabled")) {
modID.classList.add("build-grid-disabled");
modID.onclick = null
}
if (b.mods[i].count > 0) {
b.removeMod(i)
}
if (modID.classList.contains("build-grid-selected")) {
modID.classList.remove("build-grid-selected");
}
}
}
},
populateGrid() {
level.isBuildRun = true;
let text = `
<div style="display: flex; justify-content: space-around; align-items: center;">
<svg class="SVG-button" onclick="build.startBuildRun()" width="115" height="51">
<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
<text x="18" y="38">start</text>
</g>
</svg>
<svg class="SVG-button" onclick="build.reset()" width="70" height="35">
<g stroke='none' fill='#333' stroke-width="2" font-size="22px" font-family="Ariel, sans-serif">
<text x="10" y="24">reset</text>
</g>
</svg>
</div>
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:#c4ccd8;">
<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
<select name="difficulty-select" id="difficulty-select-custom">
<option value="0">easy</option>
<option value="1" selected>normal</option>
<option value="2">hard</option>
<option value="4">why...</option>
</select>
</div>`
for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) {
text += `<div id ="field-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[i].name}</div> ${mech.fieldUpgrades[i].description}</div>`
}
for (let i = 0, len = b.guns.length; i < len; i++) {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
}
for (let i = 0, len = b.mods.length; i < len; i++) {
if (!b.mods[i].allowed()) { // || b.mods[i].name === "+1 cardinality") { //|| b.mods[i].name === "leveraged investment"
text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
} else if (b.mods[i].count > 1) {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name} (${b.mods[i].count}x)</div> ${b.mods[i].description}</div>`
} else {
text += `<div id="mod-${i}" 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>`
}
}
document.getElementById("build-grid").innerHTML = text
document.getElementById("difficulty-select-custom").value = document.getElementById("difficulty-select").value
document.getElementById("difficulty-select-custom").addEventListener("input", () => {
game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
localSettings.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
},
reset() {
mech.setField(0)
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].count = 0;
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
b.activeGun = null;
game.makeGunHUD();
b.setupAllMods();
build.populateGrid();
document.getElementById("field-0").classList.add("build-grid-selected");
document.getElementById("build-grid").style.display = "grid"
},
startBuildRun() {
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList();
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0] //set first gun to active gun
game.makeGunHUD();
}
//remove any bullets that might have spawned from mods
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = [];
const increase = Number(document.getElementById("starting-level").value) * game.difficultyMode
level.levelsCleared += increase;
level.difficultyIncrease(increase) //increase difficulty based on modes
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
document.getElementById("build-grid").style.display = "none"
game.paused = false;
requestAnimationFrame(cycle);
}
}
document.getElementById("build-button").addEventListener("click", () => { //setup build run

View File

@@ -105,7 +105,7 @@ const mech = {
Sy: 0, //adds a smoothing effect to vertical only
Vx: 0,
Vy: 0,
jumpForce: 0.38, //0.38 //this is reset in b.setModDefaults()
jumpForce: 0.38, //0.38 //this is reset in b.setupAllMods()
gravity: 0.0024, //0.0019 //game.g is 0.001
friction: {
ground: 0.01,
@@ -323,7 +323,7 @@ const mech = {
}
function randomizeMods() {
b.setModDefaults(); //remove all mods
b.setupAllMods(); //remove all mods
//remove all bullets
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = [];

View File

@@ -62,7 +62,6 @@ const powerUps = {
effect() {
//only get ammo for guns player has
let target;
// console.log(b.inventory.length)
if (b.inventory.length > 0) {
//add ammo to a gun in inventory
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
@@ -302,36 +301,35 @@ const powerUps = {
}
},
spawn(x, y, target, moving = true, mode = null) {
if (!level.isBuildRun || target === "heal" || target === "ammo") {
let index = powerUp.length;
target = powerUps[target];
size = target.size();
powerUp[index] = Matter.Bodies.polygon(x, y, 0, size, {
density: 0.001,
frictionAir: 0.01,
restitution: 0.8,
inertia: Infinity, //prevents rotation
collisionFilter: {
group: 0,
category: cat.powerUp,
mask: cat.map | cat.powerUp
},
color: target.color,
effect: target.effect,
name: target.name,
size: size
});
if (mode) {
// console.log(mode)
powerUp[index].mode = mode
}
if (moving) {
Matter.Body.setVelocity(powerUp[index], {
x: (Math.random() - 0.5) * 15,
y: Math.random() * -9 - 3
});
}
World.add(engine.world, powerUp[index]); //add to world
// if (!level.isBuildRun || target === "heal" || target === "ammo") {
let index = powerUp.length;
target = powerUps[target];
size = target.size();
powerUp[index] = Matter.Bodies.polygon(x, y, 0, size, {
density: 0.001,
frictionAir: 0.01,
restitution: 0.8,
inertia: Infinity, //prevents rotation
collisionFilter: {
group: 0,
category: cat.powerUp,
mask: cat.map | cat.powerUp
},
color: target.color,
effect: target.effect,
name: target.name,
size: size
});
if (mode) {
powerUp[index].mode = mode
}
if (moving) {
Matter.Body.setVelocity(powerUp[index], {
x: (Math.random() - 0.5) * 15,
y: Math.random() * -9 - 3
});
}
World.add(engine.world, powerUp[index]); //add to world
// }
},
};

View File

@@ -214,6 +214,18 @@ summary {
background-color: #efeff5;
}
.build-grid-selected {
background-color: #919ba8;
}
.build-grid-selected:hover {
background-color: #919ba8;
}
.build-grid-disabled {
opacity: 0.15;
}
#info {
position: absolute;
bottom: 3px;

View File

@@ -1,5 +1,8 @@
************** TODO - n-gon **************
consider making jumping cost energy (like stamina)
should walking cost energy too?
add in requirements to custom mode
grey out mods that don't meet requirements
make custom undo method for mods