more holding bug fixes, new mod cardnality, difficulty scaling bug fixes

This commit is contained in:
landgreen
2020-01-01 08:24:14 -08:00
parent 5a012508b0
commit cbdd7f006f
8 changed files with 199 additions and 202 deletions

View File

@@ -325,87 +325,6 @@ document.getElementById("difficulty-select").addEventListener("input", () => {
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
// function playSound(id) {
// //play sound
// if (false) {
// //sounds are turned off for now
// // if (document.getElementById(id)) {
// var sound = document.getElementById(id); //setup audio
// sound.currentTime = 0; //reset position of playback to zero //sound.load();
// sound.play();
// }
// }
// function stuff() {
// game.cycle++; //tracks game cycles
// mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
// if (game.clearNow) {
// game.clearNow = false;
// game.clearMap();
// level.start();
// }
// Engine.update(engine, game.delta);
// }
// function theRest() {
// if (game.testing) {
// mech.draw();
// game.draw.wireFrame();
// game.draw.cons();
// game.draw.testing();
// game.drawCircle();
// ctx.restore();
// game.testingOutput();
// } else {
// level.drawFillBGs();
// level.exit.draw();
// level.enter.draw();
// game.draw.powerUp();
// mobs.draw();
// game.draw.cons();
// game.draw.body();
// mobs.loop();
// mech.draw();
// mech.hold();
// level.drawFills();
// game.draw.drawMapPath();
// b.fire();
// b.bulletActions();
// mobs.healthBar();
// game.drawCircle();
// ctx.restore();
// }
// }
// const loop = [
// stuff,
// game.gravity,
// game.wipe,
// game.wipe,
// game.textLog,
// mech.keyMove,
// level.checkZones,
// level.checkQuery,
// mech.move,
// mech.look,
// game.fallChecks,
// game.camera,
// level.drawFillBGs,
// level.exit.draw,
// level.enter.draw,
// game.draw.powerUp,
// mobs.draw,
// game.draw.cons,
// game.draw.body,
// mobs.loop,
// mech.draw,
// mech.hold,
// theRest,
// game.drawCursor
// ]
//main loop ************************************************************
//**********************************************************************
game.loop = game.normalLoop;