file reoganization, mod has it's own file
This commit is contained in:
42
js/game.js
42
js/game.js
@@ -180,7 +180,7 @@ const game = {
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if (document.getElementById(b.activeGun)) document.getElementById(b.activeGun).style.opacity = "1";
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}
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if (b.isModEntanglement && document.getElementById("mod-entanglement")) {
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if (mod.isEntanglement && document.getElementById("mod-entanglement")) {
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if (b.inventory[0] === b.activeGun) {
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let lessDamage = 1
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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@@ -215,16 +215,16 @@ const game = {
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},
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updateModHUD() {
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let text = ""
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for (let i = 0, len = b.mods.length; i < len; i++) { //add mods
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if (b.mods[i].count > 0) {
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for (let i = 0, len = mod.mods.length; i < len; i++) { //add mods
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if (mod.mods[i].count > 0) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += b.mods[i].name
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if (b.mods[i].nameInfo) text += b.mods[i].nameInfo
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if (b.mods[i].count > 1) text += ` (${b.mods[i].count}x)`
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text += mod.mods[i].name
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if (mod.mods[i].nameInfo) text += mod.mods[i].nameInfo
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if (mod.mods[i].count > 1) text += ` (${mod.mods[i].count}x)`
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}
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}
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document.getElementById("mods").innerHTML = text
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b.modOnHealthChange()
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mod.onHealthChange()
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},
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replaceTextLog: true,
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// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
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@@ -261,7 +261,7 @@ const game = {
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}
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},
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switchGun() {
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if (b.modNoAmmo) b.modNoAmmo = 1 //this prevents hacking the mod by switching guns
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if (mod.noAmmo) mod.noAmmo = 1 //this prevents hacking the mod by switching guns
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b.activeGun = b.inventory[b.inventoryGun];
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game.updateGunHUD();
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game.boldActiveGunHUD();
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@@ -376,7 +376,7 @@ const game = {
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mech.addHealth(Infinity)
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mech.energy = mech.maxEnergy;
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} else if (keys[89]) { //add mods with y
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b.giveMod()
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mod.giveMod()
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} else if (keys[82]) { // teleport to mouse with R
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Matter.Body.setPosition(player, game.mouseInGame);
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Matter.Body.setVelocity(player, {
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@@ -484,11 +484,12 @@ const game = {
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}
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b.activeGun = null;
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b.setupAllMods(); //sets mods to default values
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mod.setupAllMods(); //sets mods to default values
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game.updateModHUD();
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powerUps.reroll.rerolls = 0;
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mech.maxHealth = 1
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mech.maxEnergy = 1
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mech.energy = 1
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game.paused = false;
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engine.timing.timeScale = 1;
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game.fpsCap = game.fpsCapDefault;
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@@ -516,8 +517,7 @@ const game = {
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game.difficultyMode = 1
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level.difficultyDecrease(6); //if this stops being -6 change in build.calculateCustomDifficulty()
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}
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if (game.difficultyMode === 2) level.difficultyIncrease(1)
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if (game.difficultyMode === 4) level.difficultyIncrease(4)
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if (game.difficultyMode === 4) level.difficultyIncrease(2)
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game.clearNow = true;
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document.getElementById("text-log").style.opacity = 0;
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@@ -585,7 +585,7 @@ const game = {
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if (game.firstRun) {
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mech.spawn(); //spawns the player
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b.setupAllMods(); //doesn't run on reset so that gun mods carry over to new runs
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mod.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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@@ -606,7 +606,6 @@ const game = {
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if (game.isCommunityMaps) level.levels.push("stronghold");
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level.levels = shuffle(level.levels); //shuffles order of maps
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level.levels.unshift("bosses"); //add bosses level to the end of the randomized levels list
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// console.log(level.levels)
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}
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game.reset();
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game.firstRun = false;
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@@ -618,14 +617,14 @@ const game = {
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},
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clearNow: false,
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clearMap() {
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if (b.isModMineAmmoBack) {
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if (mod.isMineAmmoBack) {
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let count = 0;
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for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
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if (bullet[i].bulletType === "mine") count++
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}
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
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if (b.guns[i].name === "mine") {
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if (b.modNoAmmo) count = Math.ceil(count / 2)
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if (mod.noAmmo) count = Math.ceil(count / 2)
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b.guns[i].ammo += count
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game.updateGunHUD();
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break;
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@@ -705,9 +704,6 @@ const game = {
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},
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checks() {
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if (!(mech.cycle % 60)) { //once a second
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console.log(bullet.length * 0.005)
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if (mech.pos.y > game.fallHeight) { // if 4000px deep
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if (game.difficultyMode > 2) {
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mech.death();
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@@ -732,10 +728,10 @@ const game = {
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}
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}
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// if (b.isModEnergyDamage) {
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// if (mod.isEnergyDamage) {
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// document.getElementById("mod-capacitor").innerHTML = `(+${(mech.energy/0.05).toFixed(0)}%)`
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// }
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// if (b.isModRest) {
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// if (mod.isRest) {
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// if (player.speed < 1) {
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// document.getElementById("mod-rest").innerHTML = `(+20%)`
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// } else {
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@@ -744,11 +740,11 @@ const game = {
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// }
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if (mech.lastKillCycle + 300 > mech.cycle) { //effects active for 5 seconds after killing a mob
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if (b.isModEnergyRecovery) {
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if (mod.isEnergyRecovery) {
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mech.energy += mech.maxEnergy * 0.07
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if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
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}
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if (b.isModHealthRecovery) mech.addHealth(0.01)
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if (mod.isHealthRecovery) mech.addHealth(0.01)
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}
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if (!(game.cycle % 420)) { //once every 7 seconds
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