diff --git a/js/player.js b/js/player.js index 0b2ddeb..b395743 100644 --- a/js/player.js +++ b/js/player.js @@ -364,41 +364,47 @@ const mech = { b.setModDefaults(); b.modText(); - //randomize guns - b.activeGun = null; - b.inventory = []; //removes guns and ammo - for (let i = 0, len = b.guns.length; i < len; ++i) { - b.guns[i].have = false; - if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0; - } - if (game.levelsCleared > 0) powerUps.gun.effect(); - if (game.levelsCleared > 1) powerUps.gun.effect(); - if (game.levelsCleared > 3) powerUps.gun.effect(); - if (game.levelsCleared > 6) powerUps.gun.effect(); - game.makeGunHUD(); - //randomize field - - if (game.levelsCleared > 5) { - mech.fieldUpgrades[Math.floor(Math.random() * (mech.fieldUpgrades.length))].effect(); - } else { - mech.fieldUpgrades[0].effect(); + function randomizeField() { + if (game.levelsCleared > 5) { + mech.fieldUpgrades[Math.floor(Math.random() * (mech.fieldUpgrades.length))].effect(); + } else { + mech.fieldUpgrades[0].effect(); + } } mech.addHealth(1); - spawn.setSpawnList(); - game.clearNow = true; + spawn.setSpawnList(); //new mob types + game.clearNow = true; //triggers a map reset + + //randomize guns + function randomizeGuns() { + b.activeGun = null; + b.inventory = []; //removes guns and ammo + for (let i = 0, len = b.guns.length; i < len; ++i) { + b.guns[i].have = false; + if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0; + } + if (game.levelsCleared > 0) powerUps.gun.effect(); + if (game.levelsCleared > 1) powerUps.gun.effect(); + if (game.levelsCleared > 3) powerUps.gun.effect(); + if (game.levelsCleared > 6) powerUps.gun.effect(); + game.makeGunHUD(); + } game.wipe = function () { //set wipe to have trails - ctx.fillStyle = "rgba(255,255,255,0.01)"; + ctx.fillStyle = "rgba(255,255,255,0.005)"; ctx.fillRect(0, 0, canvas.width, canvas.height); } + randomizeGuns() for (let i = 0; i < 7; i++) { setTimeout(function () { - game.makeTextLog(`