custom mode rework, might be done
This commit is contained in:
@@ -46,21 +46,6 @@ const b = {
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isModEnergyRecovery: null,
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isModHealthRecovery: null,
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isModEnergyLoss: null,
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removeAllMods() {
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for (let i = 0, len = b.mods.length; i < len; i++) {
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b.mods[i].remove();
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b.mods[i].count = 0
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}
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b.modCount = 0;
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},
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setModDefaults() {
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for (let i = 0, len = b.mods.length; i < len; i++) {
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if (b.mods[i].count) b.mods[i].remove();
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b.mods[i].count = 0
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}
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b.modCount = 0;
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},
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modOnHealthChange() { //used with acid mod
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if (b.isModAcidDmg && mech.health > 0.8) {
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game.playerDmgColor = "rgba(0,80,80,0.9)"
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@@ -139,7 +124,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.health < 0.75
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return mech.health < 0.75 || level.isBuildRun
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},
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effect() {
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b.isModLowHealthDmg = true; //used in mob.damage()
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@@ -215,7 +200,7 @@ const b = {
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maxCount: 3,
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count: 0,
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allowed() {
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return b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
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return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
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},
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effect() {
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b.isModBulletsLastLonger += 0.33
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@@ -369,7 +354,7 @@ const b = {
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},
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{
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name: "scrap recycling",
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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>",
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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>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -388,7 +373,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return b.isModHealthRecovery
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return b.isModEnergyRecovery
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},
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effect() {
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b.isModEnergyLoss = true;
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@@ -422,7 +407,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return b.modSquirrelFx === 1.2
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return b.modSquirrelFx > 1
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},
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effect() {
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b.isModStomp = true
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@@ -547,7 +532,7 @@ const b = {
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maxCount: 9,
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count: 0,
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allowed() {
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return mech.health < 0.7
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return mech.health < 0.7 || level.isBuildRun
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},
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effect() {
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b.modRecursiveHealing += 1
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@@ -661,7 +646,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return (b.modCount > 6)
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return (b.modCount > 6) && !level.isBuildRun
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},
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effect: () => {
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let count = b.modCount
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@@ -669,7 +654,7 @@ const b = {
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for (let i = 0; i < count; i++) { // spawn new mods
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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b.setModDefaults(); // remove all mods
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b.setupAllMods(); // remove all mods
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//have state is checked in mech.death()
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},
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remove() {
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@@ -723,7 +708,7 @@ const b = {
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},
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{
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name: "specular reflection",
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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",
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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",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -731,8 +716,8 @@ const b = {
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},
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effect() {
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b.modLaserReflections++;
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b.modLaserDamage += 0.010; //base is 0.05
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b.modLaserFieldDrain += 0.0004 //base is 0.002
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b.modLaserDamage += 0.015; //base is 0.05
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b.modLaserFieldDrain += 0.0006 //base is 0.002
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},
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remove() {
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b.modLaserReflections = 2;
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@@ -772,6 +757,27 @@ const b = {
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// }
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// },
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],
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removeMod(index) {
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b.mods[index].remove();
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b.mods[index].count = 0;
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game.updateModHUD();
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},
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setupAllMods() {
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for (let i = 0, len = b.mods.length; i < len; i++) {
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b.mods[i].remove();
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b.mods[i].count = 0
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}
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b.modCount = 0;
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game.updateModHUD();
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},
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// setupAllMods() {
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// for (let i = 0, len = b.mods.length; i < len; i++) {
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// if (b.mods[i].count) b.mods[i].remove();
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// b.mods[i].count = 0
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// }
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// b.modCount = 0;
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// game.updateModHUD();
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// },
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giveMod(index = 'random') {
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if (index === 'random') {
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let options = [];
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@@ -437,7 +437,7 @@ const game = {
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}
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b.activeGun = null;
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b.removeAllMods(); //sets mods to defauls values
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b.setupAllMods(); //sets mods to default values
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game.updateModHUD();
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mech.maxHealth = 1
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mech.fieldEnergyMax = 1
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@@ -533,7 +533,7 @@ const game = {
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if (game.firstRun) {
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mech.spawn(); //spawns the player
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b.setModDefaults(); //doesn't run on reset so that gun mods carry over to new runs
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b.setupAllMods(); //doesn't run on reset so that gun mods carry over to new runs
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function shuffle(array) {
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var currentIndex = array.length,
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291
js/index.js
291
js/index.js
@@ -14,147 +14,6 @@ const cat = {
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//build build grid display
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const build = {
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choosePowerUp(who, index, type) {
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// mech.setField(build.list[i].index)
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// b.giveGuns(build.list[i].index)
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// b.giveMod(build.list[i].index)
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if (type === "field" || type === "gun") {
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let isDeselect = false
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//if already click, toggle off
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for (let i = 0; i < build.list.length; i++) {
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if (build.list[i].index === index && build.list[i].type === type) {
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build.list.splice(i, 1);
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who.style.backgroundColor = "#fff"
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isDeselect = true
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break
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}
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}
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//check if trying to get a second field
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if (type === "field") {
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mech.setField(index)
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for (let i = 0; i < build.list.length; i++) {
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if (build.list[i].type === "field") { //if already click, toggle off
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build.list[i].who.style.backgroundColor = "#fff"
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build.list.splice(i, 1);
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}
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}
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}
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if (!isDeselect) {
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who.style.backgroundColor = "#919ba8" //"#868f9a"
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build.list[build.list.length] = {
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who: who,
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index: index,
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type: type,
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}
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}
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} else if (type === "mod") {
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if (who.style.backgroundColor !== "#919ba8") who.style.backgroundColor = "#919ba8" //"#868f9a"
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//if already clicked graphically indicate recursive clicks
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let count = 0
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for (let i = 0; i < build.list.length; i++) {
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if (build.list[i].type === "mod" && build.list[i].index === index) {
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count++
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}
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}
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if (count < b.mods[index].maxCount) {
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//add mod to build list
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build.list[build.list.length] = {
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who: who,
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index: index,
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type: type,
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}
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count++
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//display mod count in grid box text
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if (count > 1) who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name} (${count}x)</div> ${b.mods[index].description}`
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} else {
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//when above the mod limit remove all of that mod
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for (let i = build.list.length - 1; i > -1; i--) {
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if (build.list[i].index === index && build.list[i].type === type) {
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build.list.splice(i, 1);
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}
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}
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//and reset the text
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who.style.backgroundColor = "#fff"
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who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name}</div> ${b.mods[index].description}`
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}
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}
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// document.title = `effective starting level: ${build.list.length * game.difficultyMode}`
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// build.calculateCustomDifficulty()
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},
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populateGrid() {
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let text = `
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<div style="display: flex; justify-content: space-around; align-items: center;">
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<svg class="SVG-button" onclick="build.startBuildRun()" width="115" height="51">
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<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
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<text x="18" y="38">start</text>
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</g>
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</svg>
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<svg class="SVG-button" onclick="build.reset()" width="70" height="35">
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<g stroke='none' fill='#333' stroke-width="2" font-size="22px" font-family="Ariel, sans-serif">
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<text x="10" y="24">reset</text>
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</g>
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</svg>
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</div>
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<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:#c4ccd8;">
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<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
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<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
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<select name="difficulty-select" id="difficulty-select-custom">
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<option value="0">easy</option>
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<option value="1" selected>normal</option>
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<option value="2">hard</option>
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<option value="4">why...</option>
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</select>
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</div>`
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[i].name}</div> ${mech.fieldUpgrades[i].description}</div>`
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}
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for (let i = 0, len = b.guns.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
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}
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for (let i = 0, len = b.mods.length; i < len; i++) {
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if (
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!b.mods[i].allowed() ||
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b.mods[i].name === "+1 cardinality" || b.mods[i].name === "leveraged investment"
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) {
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text += `<div class="build-grid-module" style="opacity:0.3;"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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} else {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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}
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}
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document.getElementById("build-grid").innerHTML = text
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},
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reset() {
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build.populateGrid();
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document.getElementById("difficulty-select-custom").value = localSettings.difficultyMode
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document.getElementById("difficulty-select-custom").addEventListener("input", () => {
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document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value
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game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
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localSettings.difficultyMode = game.difficultyMode
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// build.calculateCustomDifficulty()
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});
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document.getElementById("build-grid").style.display = "grid"
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// build.calculateCustomDifficulty()
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document.getElementById("difficulty-select-custom").value = localSettings.difficultyMode
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},
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startBuildRun() {
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spawn.setSpawnList(); //gives random mobs, not starter mobs
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spawn.setSpawnList();
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const increase = Number(document.getElementById("starting-level").value) * game.difficultyMode
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level.levelsCleared += increase;
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level.difficultyIncrease(increase) //increase difficulty based on modes
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document.body.style.cursor = "none";
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document.body.style.overflow = "hidden"
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document.getElementById("build-grid").style.display = "none"
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game.paused = false;
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requestAnimationFrame(cycle);
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},
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pauseGrid() {
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// let text = `<div class="pause-grid-module" style="border:0px;background:none;"></div>`
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let text = `
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@@ -202,6 +61,156 @@ const build = {
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document.getElementById("pause-grid-left").style.display = "none"
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document.getElementById("pause-grid-right").style.display = "none"
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},
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choosePowerUp(who, index, type) {
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if (type === "gun") {
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let isDeselect = false
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for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
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if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun
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isDeselect = true
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who.classList.remove("build-grid-selected");
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//remove gun
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b.inventory.splice(i, 1)
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b.guns[index].count = 0;
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b.guns[index].have = false;
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if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
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game.makeGunHUD();
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break
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}
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}
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if (!isDeselect) { //add gun
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who.classList.add("build-grid-selected");
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b.giveGuns(index)
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}
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} else if (type === "field") {
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if (mech.fieldMode !== index) {
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document.getElementById("field-" + mech.fieldMode).classList.remove("build-grid-selected");
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mech.setField(index)
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who.classList.add("build-grid-selected");
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}
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} else if (type === "mod") { //remove mod if you have too many
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if (b.mods[index].count < b.mods[index].maxCount) {
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if (!who.classList.contains("build-grid-selected")) who.classList.add("build-grid-selected");
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b.giveMod(index)
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if (b.mods[index].count > 1) who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name} (${b.mods[index].count}x)</div> ${b.mods[index].description}`
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} else {
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b.removeMod(index);
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who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name}</div> ${b.mods[index].description}`
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who.classList.remove("build-grid-selected");
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}
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}
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//disable not allowed mods
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for (let i = 0, len = b.mods.length; i < len; i++) {
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const modID = document.getElementById("mod-" + i)
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if (b.mods[i].allowed()) {
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if (modID.classList.contains("build-grid-disabled")) {
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modID.classList.remove("build-grid-disabled");
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modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
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}
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} else {
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if (!modID.classList.contains("build-grid-disabled")) {
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modID.classList.add("build-grid-disabled");
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modID.onclick = null
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}
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if (b.mods[i].count > 0) {
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b.removeMod(i)
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}
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if (modID.classList.contains("build-grid-selected")) {
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modID.classList.remove("build-grid-selected");
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}
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}
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}
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},
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populateGrid() {
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level.isBuildRun = true;
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let text = `
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<div style="display: flex; justify-content: space-around; align-items: center;">
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<svg class="SVG-button" onclick="build.startBuildRun()" width="115" height="51">
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<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
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<text x="18" y="38">start</text>
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</g>
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</svg>
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<svg class="SVG-button" onclick="build.reset()" width="70" height="35">
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<g stroke='none' fill='#333' stroke-width="2" font-size="22px" font-family="Ariel, sans-serif">
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<text x="10" y="24">reset</text>
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</g>
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</svg>
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</div>
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<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:#c4ccd8;">
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<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
|
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<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">
|
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<option value="0">easy</option>
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<option value="1" selected>normal</option>
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<option value="2">hard</option>
|
||||
<option value="4">why...</option>
|
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</select>
|
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</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> ${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> ${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> ${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> ${b.mods[i].name} (${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> ${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
|
||||
|
||||
@@ -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 = [];
|
||||
|
||||
@@ -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
|
||||
// }
|
||||
},
|
||||
};
|
||||
12
style.css
12
style.css
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user