balance
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@@ -14,15 +14,15 @@ const level = {
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// game.zoomScale = 1400 //1400
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if (game.levelsCleared === 0) {
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document.title = "n-gon";
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game.levelsCleared = 4; //for testing to simulate possible mobs spawns
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// game.levelsCleared = 4; //for testing to simulate possible mobs spawns
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// b.giveGuns(1) // set a starting gun for testing
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// b.giveGuns("all", 1000)
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// mech.fieldUpgrades[1]() //give a field power up for testing
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// this.intro(); //starting level
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this.intro(); //starting level
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// this.testingMap();
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// this.bosses();
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this.aerie();
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// this.aerie();
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// this.rooftops();
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// this.warehouse();
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// this.highrise();
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24
js/mobs.js
24
js/mobs.js
@@ -532,28 +532,6 @@ const mobs = {
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}
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ctx.globalAlpha = 1;
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},
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// darkness() {
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// // var grd = ctx.createRadialGradient(this.position.x, this.position.y, this.eventHorizon/3, this.position.x, this.position.y, this.eventHorizon);
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// // grd.addColorStop(0, "rgba(0,0,0,1)");
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// // grd.addColorStop(1, "rgba(0,0,0,0)");
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// // ctx.fillStyle=grd;
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// // ctx.beginPath();
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// // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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// // ctx.fill();
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, this.eventHorizon * 0.33, 0, 2 * Math.PI);
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// ctx.fillStyle = "rgba(0,0,0,0.7)";
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// ctx.fill();
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, this.eventHorizon * 0.66, 0, 2 * Math.PI);
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// ctx.fillStyle = "rgba(0,0,0,0.4)";
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// ctx.fill();
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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// ctx.fillStyle = "rgba(0,0,0,0.1)";
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// ctx.fill();
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// },
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curl(range = 1000, mag = -10) {
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//cause all mobs, and bodies to rotate in a circle
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applyCurl = function (center, array) {
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@@ -582,7 +560,9 @@ const mobs = {
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applyCurl(this.position, mob);
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applyCurl(this.position, body);
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applyCurl(this.position, powerUp);
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// applyCurl(this.position, bullet); // too powerful, just stops all bullets need to write a curl function just for bullets
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// applyCurl(this.position, [player]);
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//draw limit
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
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