removed junk-bot, rail gun balance and bug fixes (working on dwarf star mines)
This commit is contained in:
@@ -150,7 +150,7 @@
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<details>
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<details>
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<summary>settings</summary>
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<summary>settings</summary>
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<div id="details-div">
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<div id="details-div">
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<label for="body-damage" title="allow damage from heavy, fast moving blocks">damage from blocks:</label>
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<label for="body-damage" title="allow damage from heavy, fast moving blocks">block collision damage:</label>
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<input type="checkbox" id="body-damage" name="body-damage" checked>
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<input type="checkbox" id="body-damage" name="body-damage" checked>
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<br><br>
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<br><br>
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<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed">combat difficulty:</label>
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<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed">combat difficulty:</label>
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2375
js/bullets.js
2375
js/bullets.js
File diff suppressed because it is too large
Load Diff
@@ -608,7 +608,7 @@ const game = {
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}
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}
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if (!(mech.cycle % 420)) {
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if (!(mech.cycle % 420)) {
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remove = function (who) {
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fallCheck = function (who) {
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let i = who.length;
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let i = who.length;
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while (i--) {
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while (i--) {
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if (who[i].position.y > game.fallHeight) {
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if (who[i].position.y > game.fallHeight) {
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@@ -617,9 +617,9 @@ const game = {
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}
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}
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}
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}
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};
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};
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remove(mob);
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fallCheck(mob);
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remove(body);
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fallCheck(body);
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remove(powerUp);
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fallCheck(powerUp);
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}
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}
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},
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},
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testingOutput() {
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testingOutput() {
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11
js/index.js
11
js/index.js
@@ -2,8 +2,15 @@
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/* TODO: *******************************************
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/* TODO: *******************************************
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*****************************************************
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*****************************************************
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gun: Spirit Bomb
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gun: like drones, but fast moving and short lived
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dies after doing damage
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gun: Spirit Bomb (singularity)
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use charge up like rail gun
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use charge up like rail gun
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electricity graphics like plasma torch
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suck in nearby mobs, power ups?, blocks?
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sucked in stuff increase size
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uses energy
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left and right click mouse icons for text displays
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left and right click mouse icons for text displays
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@@ -17,7 +24,7 @@ mod: + move speed and jump height
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this could just slow the mobs down instead?
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this could just slow the mobs down instead?
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how?
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how?
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rework junk bot, or remove it
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rework junk bot
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it's behavior is too unpredictable
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it's behavior is too unpredictable
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range is unclear
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range is unclear
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having the bullets last long after doing dmg isn't fun
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having the bullets last long after doing dmg isn't fun
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@@ -14,9 +14,9 @@ const level = {
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start() {
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start() {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(1)
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// b.giveGuns(14)
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// mech.fieldUpgrades[7].effect();
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// mech.fieldUpgrades[2].effect();
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b.giveMod(15)
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// b.giveMod(15)
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// spawn.pickList = ["ghoster", "ghoster"]
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// spawn.pickList = ["ghoster", "ghoster"]
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this.intro(); //starting level
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this.intro(); //starting level
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14
js/player.js
14
js/player.js
@@ -65,12 +65,13 @@ const mech = {
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},
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},
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defaultMass: 5,
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defaultMass: 5,
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mass: 5,
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mass: 5,
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FxNotHolding: 0.015,
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Fx: 0.015, //run Force on ground //this is reset in b.setModDefaults()
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Fx: 0.015, //run Force on ground //this is reset in b.setModDefaults()
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FxAir: 0.015, //run Force in Air
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FxAir: 0.015, //run Force in Air
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definePlayerMass(mass = mech.defaultMass) {
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definePlayerMass(mass = mech.defaultMass) {
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Matter.Body.setMass(player, mass);
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Matter.Body.setMass(player, mass);
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//reduce air and ground move forces
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//reduce air and ground move forces
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this.Fx = 0.075 / mass
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this.Fx = 0.075 / mass * b.modSquirrelFx
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this.FxAir = 0.375 / mass / mass
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this.FxAir = 0.375 / mass / mass
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//make player stand a bit lower when holding heavy masses
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//make player stand a bit lower when holding heavy masses
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this.yOffWhen.stand = Math.max(this.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
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this.yOffWhen.stand = Math.max(this.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
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@@ -212,11 +213,10 @@ const mech = {
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this.yOff = this.yOffWhen.jump;
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this.yOff = this.yOffWhen.jump;
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this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
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this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
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if (game.isBodyDamage && momentum > 200 && player.velocity.y > 20) { //falling damage
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if (game.isBodyDamage && player.velocity.y > 26 && momentum > 165) { //falling damage
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt(momentum - 200) * 0.01
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let dmg = Math.sqrt(momentum - 165) * 0.01
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console.log(dmg, momentum, player.velocity.y)
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dmg = Math.min(Math.max(dmg, 0.02), 0.20);
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dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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mech.damage(dmg);
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mech.damage(dmg);
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}
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}
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} else {
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} else {
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@@ -661,10 +661,6 @@ const mech = {
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this.grabRange = 175;
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this.grabRange = 175;
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this.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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this.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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this.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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this.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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this.jumpForce = 0.38;
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this.Fx = 0.015; //run Force on ground
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this.FxAir = 0.015; //run Force in Air
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this.gravity = 0.0019;
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mech.isBodiesAsleep = true;
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mech.isBodiesAsleep = true;
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mech.wakeCheck();
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mech.wakeCheck();
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// this.phaseBlocks(0x011111)
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// this.phaseBlocks(0x011111)
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@@ -9,7 +9,7 @@ const powerUps = {
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},
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},
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effect() {
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effect() {
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let heal = (this.size / 40) ** 2
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let heal = (this.size / 40) ** 2
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if (b.isModFullHeal) heal = Infinity
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if (b.fullHeal) heal = Infinity
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heal = Math.min(1 - mech.health, heal)
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heal = Math.min(1 - mech.health, heal)
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mech.addHealth(heal);
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mech.addHealth(heal);
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if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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@@ -108,7 +108,7 @@ const powerUps = {
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effect() {
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effect() {
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//find what guns I don't have
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//find what guns I don't have
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let options = [];
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let options = [];
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if (b.activeGun === null) {
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if (b.activeGun === null && game.difficulty < 3) {
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//choose the first gun to be one that is good for the early game
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//choose the first gun to be one that is good for the early game
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for (let i = 0; i < b.guns.length; ++i) {
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for (let i = 0; i < b.guns.length; ++i) {
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if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
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if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
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