URL builds debugging
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@@ -746,7 +746,7 @@ const b = {
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}
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},
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{
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name: "+1 cardinality",
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name: "cardinality",
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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@@ -937,33 +937,33 @@ const b = {
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}
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},
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{
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name: "fléchettes cartridges",
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description: "<strong>fléchettes</strong> release <strong>three</strong> needles in each shot<br><strong>ammo</strong> cost are increases by <strong>3x</strong>",
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name: "flechettes cartridges",
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description: "<strong>flechettes</strong> release <strong>three</strong> needles in each shot<br><strong>ammo</strong> cost are increases by <strong>3x</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.haveGunCheck("fléchettes")
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return b.haveGunCheck("flechettes")
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},
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requires: "fléchettes",
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requires: "flechettes",
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effect() {
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b.isModFlechetteMultiShot = true;
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//cut current ammo by 1/3
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
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if (b.guns[i].name === "flechettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
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}
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//cut ammo packs by 1/3
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
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if (b.guns[i].name === "flechettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
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}
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game.updateGunHUD();
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},
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remove() {
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b.isModFlechetteMultiShot = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
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if (b.guns[i].name === "flechettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
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}
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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if (b.guns[i].name === "flechettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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}
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game.updateGunHUD();
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}
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@@ -974,9 +974,9 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return b.haveGunCheck("fléchettes")
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return b.haveGunCheck("flechettes")
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},
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requires: "fléchettes",
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requires: "flechettes",
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effect() {
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b.isModDotFlechette = true;
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},
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@@ -2470,7 +2470,7 @@ const b = {
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}
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},
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{
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name: "fléchettes", //3
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name: "flechettes", //3
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description: "fire a <strong>precise</strong> volley of <strong>high velocity</strong> needles<br>that apply <strong class='color-p'>chemical</strong> <strong class='color-d'>damage</strong> over 3 seconds",
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ammo: 0,
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ammoPack: 23,
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@@ -527,6 +527,7 @@ const game = {
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splashReturn() {
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game.onTitlePage = true;
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// document.getElementById('splash').onclick = 'run(this)';
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// build.isURLBuild = false;
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document.getElementById("splash").onclick = function () {
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game.startGame();
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};
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75
js/index.js
75
js/index.js
@@ -22,30 +22,63 @@ const cat = {
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// &difficulty=2
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//use %20 for spaces
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//difficulty is 0 easy, 1 normal, 2 hard, 4 why
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function onLoadPowerUps() {
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function getUrlVars() {
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let vars = {};
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window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function (m, k, v) {
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vars[k] = v;
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});
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return vars;
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}
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const set = getUrlVars()
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for (const property in set) {
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// console.log(`${property}: ${give[property]}`);
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set[property] = set[property].replace(/%20/g, " ")
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if (property.substring(0, 3) === "gun") b.giveGuns(set[property])
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if (property.substring(0, 3) === "mod") b.giveMod(set[property])
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if (property === "field") mech.setField(set[property])
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if (property === "difficulty") {
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game.difficultyMode = Number(set[property])
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document.getElementById("difficulty-select").value = Number(set[property])
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}
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}
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function getUrlVars() {
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let vars = {};
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window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function (m, k, v) {
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vars[k] = v;
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});
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return vars;
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}
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// ?
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// &gun0 = minigun & gun1 = shotgun & gun2 = super % 20 balls & gun3 = flechettes & gun4 = wave % 20 beam & gun5 = missiles & gun6 = flak & gun7 = grenades & gun8 = vacuum % 20 bomb &
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// gun9 = mine & gun10 = spores & gun11 = drones & gun12 = ice % 20 IX & gun13 = foam & gun14 = rail % 20 gun & gun15 = laser & gun16 = pulse
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// &
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// mod0 = depleted % 20 uranium % 20 rounds & mod1 = kinetic % 20 bombardment & mod2 = fracture % 20 analysis & mod3 = fluoroantimonic % 20 acid &
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// mod4 = negative % 20 feedback & mod5 = radiative % 20 equilibrium & mod6 = high % 20 explosives & mod7 = high % 20 explosives &
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// mod8 = high % 20 explosives & mod9 = electric % 20 reactive % 20 armor & mod10 = thermal % 20 runaway & mod11 = auto - loading % 20 heuristics &
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// mod12 = desublimated % 20 ammunition & mod13 = mass % 20 driver & mod14 = laser - bot & mod15 = nail - bot & mod16 = ablative % 20 drones &
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// mod17 = ablative % 20 mines & mod18 = Lorentzian % 20 topology & mod19 = Lorentzian % 20 topology & mod20 = Lorentzian % 20 topology &
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// mod21 = zoospore % 20 vector & mod22 = reaction % 20 inhibitor & mod23 = waste % 20 energy % 20 recovery & mod24 = scrap % 20 recycling &
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// mod25 = acute % 20 stress % 20 response & mod26 = squirrel - cage % 20 rotor & mod27 = basidio - stomp & mod28 = Pauli % 20 exclusion &
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// mod29 = annihilation & mod30 = quantum % 20 immortality & mod31 = weak % 20 anthropic % 20 principle & mod32 = entanglement & mod33 = piezoelectricity &
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// mod34 = ground % 20 state & mod35 = energy % 20 conservation & mod36 = entropy % 20 exchange & mod37 = overcharge & mod38 = supersaturation &
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// mod39 = recursive % 20 healing & mod40 = mass - energy % 20 equivalence & mod41 = Bayesian % 20 inference & mod42 = % 2 B1 % 20 cardinality &
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// mod43 = catabolism & mod44 = leveraged % 20 investment & mod45 = ice % 20 crystal % 20n ucleation & mod46 = shotgun % 20 spin - statistics &
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// mod47 = super % 20 duper & mod48 = super % 20 duper & mod49 = flechettes % 20 cartridges & mod50 = irradiated % 20n eedles & mod51 = wave % 20 phase % 20 velocity &
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// mod52 = pocket % 20 universe & mod53 = self - replication & mod54 = optimized % 20 shell % 20 packing & mod55 = electromagnetic % 20 pulse &
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// mod56 = mine % 20 reclamation & mod57 = tinsellated % 20 flagella & mod58 = redundant % 20 systems & mod59 = heavy % 20 water & mod60 = foam % 20 stabilization &
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// mod61 = fragmenting % 20 projectiles & mod62 = specular % 20 reflection & mod63 = specular % 20 reflection & mod64 = specular % 20 reflection &
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// mod65 = quantum % 20 dissipation & field = phase % 20 decoherence % 20 field & difficulty = 2
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window.addEventListener('load', (event) => {
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const set = getUrlVars()
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if (Object.keys(set).length !== 0) {
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build.isURLBuild = true;
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game.startGame()
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}
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});
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//build build grid display
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const build = {
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isURLBuild: false,
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onLoadPowerUps() {
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const set = getUrlVars()
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if (Object.keys(set).length !== 0) {
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for (const property in set) {
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// console.log(`${property}: ${give[property]}`);
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set[property] = set[property].replace(/%20/g, " ")
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if (property.substring(0, 3) === "gun") b.giveGuns(set[property])
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if (property.substring(0, 3) === "mod") b.giveMod(set[property])
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if (property === "field") mech.setField(set[property])
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if (property === "difficulty") {
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game.difficultyMode = Number(set[property])
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document.getElementById("difficulty-select").value = Number(set[property])
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}
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}
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}
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},
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pauseGrid() {
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// let text = `<div class="pause-grid-module" style="border:0px;background:none;"></div>`
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let text = `
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@@ -329,7 +362,7 @@ const build = {
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}
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document.getElementById("build-button").addEventListener("click", () => { //setup build run
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console.log('hi')
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build.isURLBuild = false;
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document.getElementById("build-button").style.display = "none";
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const el = document.getElementById("build-grid")
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el.style.display = "grid"
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@@ -13,13 +13,13 @@ const level = {
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levelsCleared: 0,
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start() {
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if (level.levelsCleared === 0) {
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if (build.isURLBuild) build.onLoadPowerUps();
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// level.difficultyIncrease(9)
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// b.giveGuns("vacuum bomb")
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// mech.setField("phase decoherence field")
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// mech.energy = 0.1;
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// b.giveMod("negative feedback");
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// b.giveMod("photovoltaics");
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onLoadPowerUps();
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level.intro(); //starting level
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// level.testing();
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