shotgun rivets
some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets rivets, fleas, worms, iceIX tech: band gap - boosts give more damage but it lasts for 1 less second WIMPs are 10% faster controlled explosion renamed shaped charge bug fixes construction mode works better with my buttons to unlock run this and press T to enter testing mode simulation.enableConstructMode() //used to build maps in testing mode removed -experiment- tech because it's function was reproduced by "tech - tinker"
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@@ -1458,21 +1458,22 @@ const simulation = {
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const y = round(simulation.constructMouseDownPosition.y)
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const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
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const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
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if (e.button === 2) {
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console.log(e.button)
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if (e.button === 1) {
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if (level.isProcedural) {
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simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y}, 0);`);
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simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y}, 0);\n`);
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} else {
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simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);`);
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simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);\n`);
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}
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} else if (e.button === 4) {
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simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
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} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
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if (e.button === 1) { //add map
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if (e.button === 0) { //add map
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if (level.isProcedural) {
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simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});`);
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simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});\n`);
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} else {
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simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});`);
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simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
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}
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//see map in world
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@@ -1484,11 +1485,11 @@ const simulation = {
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Composite.add(engine.world, map[len]); //add to world
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simulation.draw.setPaths() //update map graphics
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} else if (e.button === 3) { //add body
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} else if (e.button === 2) { //add body
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if (level.isProcedural) {
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simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});`);
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simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});\n`);
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} else {
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simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`);
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simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});\n`);
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}
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//see map in world
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@@ -1513,6 +1514,7 @@ const simulation = {
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}
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});
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//undo last element added after you press z
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document.body.addEventListener("keydown", (e) => { // e.keyCode z=90 m=77 b=66 shift = 16 c = 67
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if (simulation.testing && e.keyCode === 90 && simulation.constructMapString.length) {
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if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'm') { //remove map from current level
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