removes the use of "this" testing mode switch reworked

This commit is contained in:
landgreen
2019-12-24 06:18:44 -08:00
parent 13fabd8480
commit fabc83b375
5 changed files with 425 additions and 328 deletions

View File

@@ -14,18 +14,18 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns
// b.giveGuns(5)
// b.giveGuns(16)
// mech.fieldUpgrades[2].effect();
// b.giveMod(21)
this.intro(); //starting level
// this.testingMap();
// this.bosses();
// this.aerie();
// this.rooftops();
// this.warehouse();
// this.highrise();
// this.office();
level.intro(); //starting level
// level.testingMap();
// level.bosses();
// level.aerie();
// level.rooftops();
// level.warehouse();
// level.highrise();
// level.office();
} else {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
// spawn.pickList = ["focuser", "focuser"]
@@ -70,7 +70,7 @@ const level = {
level.exit.x = 3500;
level.exit.y = -870;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.testingMap.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
document.body.style.backgroundColor = "#dcdcde";
@@ -160,7 +160,7 @@ const level = {
level.enter.y = mech.spawnPos.y + 20;
level.exit.x = 6500;
level.exit.y = -230;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
@@ -217,7 +217,7 @@ const level = {
level.enter.y = -400;
level.exit.x = 2800;
level.exit.y = -335;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
document.body.style.backgroundColor = "#fff";
level.fillBG.push({
x: 2600,
@@ -383,7 +383,7 @@ const level = {
}
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y + 20;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.debris(1650, -1800, 3800, 20); //20 debris per level
powerUps.spawnStartingPowerUps(2450, -1675);
@@ -550,7 +550,7 @@ const level = {
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y + 20;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
powerUps.spawnStartingPowerUps(1075, -550);
spawn.debris(-250, 50, 1650, 2); //20 debris per level
spawn.debris(2475, 0, 750, 2); //20 debris per level
@@ -718,7 +718,7 @@ const level = {
level.enter.y = mech.spawnPos.y + 20;
level.exit.x = 1500;
level.exit.y = -1875;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
powerUps.spawnStartingPowerUps(1475, -1175);
spawn.debris(0, -2200, 4500, 20); //20 debris per level
@@ -870,7 +870,7 @@ const level = {
level.enter.y = mech.spawnPos.y + 20;
level.exit.x = -4275;
level.exit.y = -2805;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
powerUps.spawnStartingPowerUps(-2550, -700);
// spawn.laserZone(-550, -350, 10, 400, 0.3)
@@ -1048,7 +1048,7 @@ const level = {
level.enter.y = mech.spawnPos.y + 20;
level.exit.x = 425;
level.exit.y = -35;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
//level.addQueryRegion(-600, -250, 180, 420, "death", [[player]],{});
spawn.debris(-2250, 1330, 3000, 7); //20 debris per level
@@ -1233,7 +1233,7 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y + 20;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
document.body.style.backgroundColor = "#e0e5e0";
//foreground
@@ -1386,11 +1386,11 @@ const level = {
y: 0,
draw() {
ctx.beginPath();
ctx.moveTo(this.x, this.y + 30);
ctx.lineTo(this.x, this.y - 80);
ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80);
ctx.lineTo(this.x + 100, this.y + 30);
ctx.lineTo(this.x, this.y + 30);
ctx.moveTo(level.enter.x, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y - 80);
ctx.bezierCurveTo(level.enter.x, level.enter.y - 170, level.enter.x + 100, level.enter.y - 170, level.enter.x + 100, level.enter.y - 80);
ctx.lineTo(level.enter.x + 100, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y + 30);
ctx.fillStyle = "#ccc";
ctx.fill();
}
@@ -1400,11 +1400,11 @@ const level = {
y: 0,
draw() {
ctx.beginPath();
ctx.moveTo(this.x, this.y + 30);
ctx.lineTo(this.x, this.y - 80);
ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80);
ctx.lineTo(this.x + 100, this.y + 30);
ctx.lineTo(this.x, this.y + 30);
ctx.moveTo(level.exit.x, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y - 80);
ctx.bezierCurveTo(level.exit.x, level.exit.y - 170, level.exit.x + 100, level.exit.y - 170, level.exit.x + 100, level.exit.y - 80);
ctx.lineTo(level.exit.x + 100, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y + 30);
ctx.fillStyle = "#0ff";
ctx.fill();
}
@@ -1427,20 +1427,20 @@ const level = {
},
zones: [], //zone do actions when player is in a region // to effect everything use a query
checkZones() {
for (let i = 0, len = this.zones.length; i < len; ++i) {
for (let i = 0, len = level.zones.length; i < len; ++i) {
if (
player.position.x > this.zones[i].x1 &&
player.position.x < this.zones[i].x2 &&
player.position.y > this.zones[i].y1 &&
player.position.y < this.zones[i].y2
player.position.x > level.zones[i].x1 &&
player.position.x < level.zones[i].x2 &&
player.position.y > level.zones[i].y1 &&
player.position.y < level.zones[i].y2
) {
this.zoneActions[this.zones[i].action](i);
level.zoneActions[level.zones[i].action](i);
break;
}
}
},
addZone(x, y, width, height, action, info) {
this.zones[this.zones.length] = {
level.zones[level.zones.length] = {
x1: x,
y1: y - 150,
x2: x + width,
@@ -1509,7 +1509,7 @@ const level = {
addQueryRegion(x, y, width, height, action, groups = [
[player], body, mob, powerUp, bullet
], info) {
this.queryList[this.queryList.length] = {
level.queryList[level.queryList.length] = {
bounds: {
min: {
x: x,