removes the use of "this" testing mode switch reworked
This commit is contained in:
97
js/index.js
97
js/index.js
@@ -296,33 +296,98 @@ document.getElementById("body-damage").addEventListener("input", () => {
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// }
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// }
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function shuffle(array) {
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var currentIndex = array.length,
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temporaryValue,
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randomIndex;
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// While there remain elements to shuffle...
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while (0 !== currentIndex) {
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// Pick a remaining element...
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randomIndex = Math.floor(Math.random() * currentIndex);
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currentIndex -= 1;
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// And swap it with the current element.
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temporaryValue = array[currentIndex];
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array[currentIndex] = array[randomIndex];
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array[randomIndex] = temporaryValue;
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}
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return array;
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}
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// function stuff() {
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// game.cycle++; //tracks game cycles
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// mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
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// if (game.clearNow) {
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// game.clearNow = false;
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// game.clearMap();
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// level.start();
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// }
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// Engine.update(engine, game.delta);
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// }
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// function theRest() {
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// if (game.testing) {
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// mech.draw();
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// game.draw.wireFrame();
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// game.draw.cons();
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// game.draw.testing();
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// game.drawCircle();
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// ctx.restore();
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// game.testingOutput();
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// } else {
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// level.drawFillBGs();
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// level.exit.draw();
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// level.enter.draw();
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// game.draw.powerUp();
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// mobs.draw();
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// game.draw.cons();
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// game.draw.body();
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// mobs.loop();
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// mech.draw();
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// mech.hold();
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// level.drawFills();
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// game.draw.drawMapPath();
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// b.fire();
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// b.bulletActions();
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// mobs.healthBar();
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// game.drawCircle();
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// ctx.restore();
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// }
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// }
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// const loop = [
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// stuff,
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// game.gravity,
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// game.wipe,
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// game.wipe,
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// game.textLog,
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// mech.keyMove,
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// level.checkZones,
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// level.checkQuery,
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// mech.move,
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// mech.look,
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// game.fallChecks,
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// game.camera,
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// level.drawFillBGs,
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// level.exit.draw,
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// level.enter.draw,
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// game.draw.powerUp,
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// mobs.draw,
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// game.draw.cons,
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// game.draw.body,
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// mobs.loop,
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// mech.draw,
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// mech.hold,
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// theRest,
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// game.drawCursor
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// ]
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//main loop ************************************************************
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//**********************************************************************
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game.loop = game.normalLoop;
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function cycle() {
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if (!game.paused) requestAnimationFrame(cycle);
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const now = Date.now();
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const elapsed = now - game.then; // calc elapsed time since last loop
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if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
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game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
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game.cycle++; //tracks game cycles
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mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
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if (game.clearNow) {
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game.clearNow = false;
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game.clearMap();
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level.start();
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}
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game.loop();
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// for (let i = 0, len = loop.length; i < len; i++) {
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// loop[i]()
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// }
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}
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}
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