made mods stackable
This commit is contained in:
233
js/index.js
233
js/index.js
@@ -1,233 +0,0 @@
|
||||
"use strict";
|
||||
/* TODO: *******************************************
|
||||
*****************************************************
|
||||
|
||||
make power ups keep moving to player if the field is turned off
|
||||
|
||||
levels spawn by having the map aspects randomly fly into place
|
||||
|
||||
new map with repeating endlessness
|
||||
get ideas from Manifold Garden game
|
||||
if falling, get teleported above the map
|
||||
I tried it, but had trouble getting the camera to adjust
|
||||
this can apply to blocks mobs, and power ups as well
|
||||
|
||||
Find a diegetic way to see player damage (and or field meter too)
|
||||
a health meter, like the field meter above player? (doesn't work with the field meter)
|
||||
|
||||
Add field upgrade, and mod to a permanent display
|
||||
left side
|
||||
separate box below guns
|
||||
|
||||
|
||||
cap guns to 3
|
||||
can up the drop rate on guns, and lower ammo amount or drop rate
|
||||
cap mods to 2
|
||||
can up the drop rate a bit
|
||||
check if there are any double mod compatibility issues
|
||||
cap field to 1
|
||||
|
||||
what about no cap to mods?
|
||||
mods without caps can't have major negatives
|
||||
do I want to support a power ramping game play?
|
||||
more upgrades are OK as long as they change game play
|
||||
no flat damage, or flat defense buffs
|
||||
This makes skipping content a bad idea for the player
|
||||
Is that maybe good? No need to nerf content skipping buffs
|
||||
content skipping is a cool play style, but not core game play
|
||||
|
||||
|
||||
field power up effects
|
||||
field produces a whirlpool effect of force around player
|
||||
field allows player to hold and throw living mobs
|
||||
|
||||
Move mods, to power up object
|
||||
mods can be about more than the gun, defensive, traversal mods
|
||||
gun mod power ups
|
||||
bullet on mob damage effects
|
||||
add to the array mob.do new mob behaviors
|
||||
add a damage over time
|
||||
add a freeze
|
||||
fire a few smaller bullets
|
||||
killing a mob triggers: a spore bullet
|
||||
maybe you could replace the power method with a new one to get this to work
|
||||
negative mods for balancing
|
||||
self damage on fire
|
||||
knock back
|
||||
lower fire rate
|
||||
smaller bullets
|
||||
smaller explosions
|
||||
shorter lasting bullets
|
||||
|
||||
give mobs more animal-like behaviors
|
||||
like rainworld
|
||||
give mobs something to do when they don't see player
|
||||
explore map
|
||||
eat power ups
|
||||
drop power up (if killed after eating one)
|
||||
mobs some times aren't aggressive
|
||||
when low on life or after taking a large hit
|
||||
mobs can fight each other
|
||||
this might be hard to code
|
||||
isolated mobs try to group up.
|
||||
|
||||
game mechanics
|
||||
mechanics that support the physics engine
|
||||
add rope/constraint
|
||||
get ideas from game: limbo / inside
|
||||
environmental hazards
|
||||
laser
|
||||
lava
|
||||
button / switch
|
||||
door
|
||||
fizzler
|
||||
moving platform
|
||||
map zones
|
||||
water
|
||||
low friction ground
|
||||
bouncy ground
|
||||
|
||||
track foot positions with velocity better as the player walks/crouch/runs
|
||||
|
||||
Boss ideas
|
||||
boss grows and spilt, if you don't kill it fast
|
||||
sensor that locks you in after you enter the boss room
|
||||
boss that eats other mobs and gains stats from them
|
||||
chance to spawn on any level (past level 5)
|
||||
boss that knows how to shoot (player) bullets that collide with player
|
||||
overwrite custom engine collision bullet mob function.
|
||||
|
||||
|
||||
|
||||
// collision info:
|
||||
category mask
|
||||
powerUp: 0x100000 0x100001
|
||||
body: 0x010000 0x011111
|
||||
player: 0x001000 0x010011
|
||||
bullet: 0x000100 0x010011
|
||||
mob: 0x000010 0x011111
|
||||
mobBullet: 0x000010 0x011101
|
||||
mobShield: 0x000010 0x001100
|
||||
map: 0x000001 0x111111
|
||||
|
||||
|
||||
|
||||
|
||||
*/
|
||||
|
||||
//set up canvas
|
||||
var canvas = document.getElementById("canvas");
|
||||
//using "const" causes problems in safari when an ID shares the same name.
|
||||
const ctx = canvas.getContext("2d");
|
||||
document.body.style.backgroundColor = "#fff";
|
||||
|
||||
//disable pop up menu on right click
|
||||
document.oncontextmenu = function () {
|
||||
return false;
|
||||
}
|
||||
|
||||
function setupCanvas() {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
|
||||
canvas.height2 = canvas.height / 2;
|
||||
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
|
||||
ctx.font = "15px Arial";
|
||||
ctx.lineJoin = "round";
|
||||
ctx.lineCap = "round";
|
||||
// ctx.lineCap='square';
|
||||
game.setZoom();
|
||||
}
|
||||
setupCanvas();
|
||||
window.onresize = () => {
|
||||
setupCanvas();
|
||||
};
|
||||
|
||||
//mouse move input
|
||||
document.body.addEventListener("mousemove", (e) => {
|
||||
game.mouse.x = e.clientX;
|
||||
game.mouse.y = e.clientY;
|
||||
});
|
||||
|
||||
document.body.addEventListener("mouseup", (e) => {
|
||||
// game.buildingUp(e); //uncomment when building levels
|
||||
game.mouseDown = false;
|
||||
// console.log(e)
|
||||
if (e.which === 3) {
|
||||
game.mouseDownRight = false;
|
||||
} else {
|
||||
game.mouseDown = false;
|
||||
}
|
||||
});
|
||||
|
||||
document.body.addEventListener("mousedown", (e) => {
|
||||
if (e.which === 3) {
|
||||
game.mouseDownRight = true;
|
||||
} else {
|
||||
game.mouseDown = true;
|
||||
}
|
||||
});
|
||||
|
||||
//keyboard input
|
||||
const keys = [];
|
||||
document.body.addEventListener("keydown", (e) => {
|
||||
keys[e.keyCode] = true;
|
||||
game.keyPress();
|
||||
});
|
||||
|
||||
document.body.addEventListener("keyup", (e) => {
|
||||
keys[e.keyCode] = false;
|
||||
});
|
||||
|
||||
document.body.addEventListener("wheel", (e) => {
|
||||
if (e.deltaY > 0) {
|
||||
game.nextGun();
|
||||
} else {
|
||||
game.previousGun();
|
||||
}
|
||||
}, {
|
||||
passive: true
|
||||
});
|
||||
|
||||
|
||||
// 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 shuffle(array) {
|
||||
var currentIndex = array.length,
|
||||
temporaryValue,
|
||||
randomIndex;
|
||||
// While there remain elements to shuffle...
|
||||
while (0 !== currentIndex) {
|
||||
// Pick a remaining element...
|
||||
randomIndex = Math.floor(Math.random() * currentIndex);
|
||||
currentIndex -= 1;
|
||||
// And swap it with the current element.
|
||||
temporaryValue = array[currentIndex];
|
||||
array[currentIndex] = array[randomIndex];
|
||||
array[randomIndex] = temporaryValue;
|
||||
}
|
||||
return array;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//main loop ************************************************************
|
||||
//**********************************************************************
|
||||
function cycle() {
|
||||
if (!game.paused) requestAnimationFrame(cycle);
|
||||
const now = Date.now();
|
||||
const elapsed = now - game.then; // calc elapsed time since last loop
|
||||
if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
|
||||
game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
|
||||
game.loop();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user