perfect diamagnetism balance

perfect diamagnetism balance and graphics
unique energy colors for fields
game info on pause screen
falling off the map, on easy and normal difficulty
  sets the player to the entrance
  sets power ups to the exit
This commit is contained in:
landgreen
2020-03-15 19:31:47 -07:00
parent 73308d2ad3
commit f6238ff882
5 changed files with 132 additions and 56 deletions

View File

@@ -658,7 +658,21 @@ const game = {
},
checks() {
if (mech.pos.y > game.fallHeight) { // if 4000px deep
mech.death();
if (game.difficultyMode > 2) {
mech.death();
} else {
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
Matter.Body.setPosition(player, {
x: level.enter.x + 50,
y: level.enter.y - 20
});
mech.energy = 0;
if (game.difficultyMode === 2) mech.damage(0.3);
if (game.difficultyMode === 1) mech.damage(0.1);
}
}
if (!(mech.cycle % 60)) { //once a second
@@ -680,18 +694,29 @@ const game = {
}
if (!(game.cycle % 420)) { //once every 7 seconds
fallCheck = function (who) {
fallCheck = function (who, save = false) {
let i = who.length;
while (i--) {
if (who[i].position.y > game.fallHeight) {
Matter.World.remove(engine.world, who[i]);
who.splice(i, 1);
if (save && game.difficultyMode < 2) {
Matter.Body.setVelocity(who[i], {
x: 0,
y: 0
});
Matter.Body.setPosition(who[i], {
x: level.exit.x + 30 * (Math.random() - 0.5),
y: level.exit.y + 30 * (Math.random() - 0.5)
});
} else {
Matter.World.remove(engine.world, who[i]);
who.splice(i, 1);
}
}
}
};
fallCheck(mob);
fallCheck(body);
fallCheck(powerUp);
fallCheck(powerUp, true);
}
}
},