diff --git a/index.html b/index.html
index 32ed923..b943379 100644
--- a/index.html
+++ b/index.html
@@ -87,7 +87,7 @@
-->
-
+
diff --git a/js/bullets.js b/js/bullets.js
index 673d39e..a528fd2 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -67,7 +67,7 @@ const b = {
},
{
name: "auto-loading heuristics",
- description: "your rate of fire is 15% higher",
+ description: "delay between your shots is 15% shorter",
have: false, //1
effect: () => { //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
b.modFireRate = 0.85
@@ -707,7 +707,7 @@ const b = {
name: "rail gun", //1
description: "magnetically launch a dense rod
hold left mouse to charge and repel enemies",
ammo: 0,
- ammoPack: 12,
+ ammoPack: 11,
have: false,
isStarterGun: false,
fire() {
@@ -790,7 +790,7 @@ const b = {
}
//gently push away mobs while charging
- const RANGE = 350 * this.charge
+ const RANGE = 270 * this.charge
for (let i = 0, len = mob.length; i < len; ++i) {
const SUB = Matter.Vector.sub(mob[i].position, mech.pos)
const DISTANCE = Matter.Vector.magnitude(SUB)
diff --git a/js/index.js b/js/index.js
index 0cee5b9..254298a 100644
--- a/js/index.js
+++ b/js/index.js
@@ -119,13 +119,52 @@ map: 0x000001 0x111111
const build = {
isShowingBuilds: false,
list: [],
- choosePowerUp(index, type) {
- build.list[build.list.length] = {
- index: index,
- type: type
+ choosePowerUp(who, index, type) {
+ //check if matching a current power up
+ for (let i = 0; i < build.list.length; i++) {
+ if (build.list[i].index === index && build.list[i].type === type) { //if already click, toggle off
+ build.list.splice(i, 1);
+ who.style.backgroundColor = "#fff"
+ return
+ }
+ }
+
+ //check if trying to get a second field
+ if (type === "field") {
+ for (let i = 0; i < build.list.length; i++) {
+ if (build.list[i].type === "field") { //if already click, toggle off
+ build.list[i].who.style.backgroundColor = "#fff"
+ build.list.splice(i, 1);
+ }
+ }
+ }
+
+ if (build.list.length < 5) { //add to build array
+ // who.style.border = "2px solid #333"
+ who.style.backgroundColor = "#868f9a"
+ build.list[build.list.length] = {
+ who: who,
+ index: index,
+ type: type
+ }
}
- console.log(build.list)
},
+ startBuildRun() {
+ spawn.setSpawnList();
+ spawn.setSpawnList();
+ game.startGame();
+ game.difficulty = 6;
+ level.isBuildRun = true;
+ for (let i = 0; i < build.list.length; i++) {
+ if (build.list[i].type === "field") {
+ mech.fieldUpgrades[build.list[i].index].effect();
+ } else if (build.list[i].type === "gun") {
+ b.giveGuns(build.list[i].index)
+ } else if (build.list[i].type === "mod") {
+ b.giveMod(build.list[i].index)
+ }
+ }
+ }
}
document.getElementById("build-button").addEventListener("click", () => {
@@ -136,15 +175,15 @@ document.getElementById("build-button").addEventListener("click", () => {
document.body.style.overflow = "hidden"
document.getElementById("controls").style.display = 'inline'
} else {
- let text = 'click on 5 powers, then click begin
'
+ let text = 'choose up to 5 powers
'
for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
- text += ` ${mech.fieldUpgrades[i].name} ${mech.fieldUpgrades[i].description}
`
+ text += ` ${mech.fieldUpgrades[i].name} ${mech.fieldUpgrades[i].description}
`
}
for (let i = 0, len = b.guns.length; i < len; i++) {
- text += ` ${b.guns[i].name} ${b.guns[i].description}
`
+ text += ` ${b.guns[i].name} ${b.guns[i].description}
`
}
for (let i = 0, len = b.mods.length; i < len; i++) {
- text += ` ${b.mods[i].name} ${b.mods[i].description}
`
+ text += ` ${b.mods[i].name} ${b.mods[i].description}
`
}
el.innerHTML = text
el.style.display = "grid"
diff --git a/js/level.js b/js/level.js
index 264394f..6ccc961 100644
--- a/js/level.js
+++ b/js/level.js
@@ -20,8 +20,8 @@ const level = {
// b.giveMod(13)
// spawn.pickList = ["ghoster", "ghoster"]
- // this.intro(); //starting level
- this.testingMap();
+ this.intro(); //starting level
+ // this.testingMap();
// this.bosses();
// this.aerie();
// this.rooftops();
diff --git a/js/player.js b/js/player.js
index d825954..18f87e9 100644
--- a/js/player.js
+++ b/js/player.js
@@ -441,7 +441,6 @@ const mech = {
dmg *= 0.93
}
}
- console.log(dmg, "after")
this.health -= dmg;
if (this.health < 0) {
this.health = 0;
diff --git a/js/powerups.js b/js/powerups.js
index 7f18594..b1e5cab 100644
--- a/js/powerups.js
+++ b/js/powerups.js
@@ -152,12 +152,12 @@ const powerUps = {
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
return;
}
- if (Math.random() < 0.004 * (5 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
+ if (Math.random() < 0.004 * (4 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
powerUps.spawn(x, y, "gun");
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun");
return;
}
- if (Math.random() < 0.004 * (8 - b.modCount)) {
+ if (Math.random() < 0.004 * (7 - b.modCount)) {
powerUps.spawn(x, y, "mod");
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod");
return;
@@ -172,13 +172,13 @@ const powerUps = {
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
- } else if (Math.random() < 0.042 * (b.mods.length - b.modCount)) {
+ } else if (Math.random() < 0.3) {
powerUps.spawn(x, y, "mod")
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.3) {
powerUps.spawn(x, y, "field");
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
- } else if (Math.random() < 0.05 * (7 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
+ } else if (Math.random() < 0.3) {
powerUps.spawn(x, y, "gun")
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
} else if (mech.health < 0.6) {
diff --git a/style.css b/style.css
index f6d2d04..99e1002 100644
--- a/style.css
+++ b/style.css
@@ -57,6 +57,7 @@ summary {
border: 0px;
/* border-radius: 8px; */
background-color: #b6bfca;
+ /* #b6bfca; */
display: none;
/* display: grid; */
@@ -77,7 +78,7 @@ summary {
/* margin: 4px; */
line-height: 150%;
border-radius: 6px;
- background: #eee;
+ background: #fff;
font-size: 0.65em;
/* display: flex; */
}