removes the use of "this" testing mode switch reworked
This commit is contained in:
72
js/level.js
72
js/level.js
@@ -14,18 +14,18 @@ const level = {
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start() {
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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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// b.giveGuns(5)
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// b.giveGuns(16)
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// mech.fieldUpgrades[2].effect();
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// b.giveMod(21)
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this.intro(); //starting level
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// this.testingMap();
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// this.bosses();
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// this.aerie();
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// this.rooftops();
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// this.warehouse();
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// this.highrise();
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// this.office();
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level.intro(); //starting level
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// level.testingMap();
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// level.bosses();
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// level.aerie();
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// level.rooftops();
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// level.warehouse();
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// level.highrise();
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// level.office();
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// spawn.pickList = ["focuser", "focuser"]
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@@ -70,7 +70,7 @@ const level = {
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level.exit.x = 3500;
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level.exit.y = -870;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.testingMap.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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document.body.style.backgroundColor = "#dcdcde";
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@@ -160,7 +160,7 @@ const level = {
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = 6500;
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level.exit.y = -230;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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spawn.mapRect(-950, 0, 8200, 800); //ground
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spawn.mapRect(-950, -1200, 800, 1400); //left wall
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@@ -217,7 +217,7 @@ const level = {
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level.enter.y = -400;
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level.exit.x = 2800;
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level.exit.y = -335;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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document.body.style.backgroundColor = "#fff";
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level.fillBG.push({
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x: 2600,
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@@ -383,7 +383,7 @@ const level = {
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}
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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spawn.debris(1650, -1800, 3800, 20); //20 debris per level
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powerUps.spawnStartingPowerUps(2450, -1675);
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@@ -550,7 +550,7 @@ const level = {
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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powerUps.spawnStartingPowerUps(1075, -550);
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spawn.debris(-250, 50, 1650, 2); //20 debris per level
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spawn.debris(2475, 0, 750, 2); //20 debris per level
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@@ -718,7 +718,7 @@ const level = {
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = 1500;
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level.exit.y = -1875;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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powerUps.spawnStartingPowerUps(1475, -1175);
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spawn.debris(0, -2200, 4500, 20); //20 debris per level
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@@ -870,7 +870,7 @@ const level = {
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = -4275;
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level.exit.y = -2805;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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powerUps.spawnStartingPowerUps(-2550, -700);
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// spawn.laserZone(-550, -350, 10, 400, 0.3)
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@@ -1048,7 +1048,7 @@ const level = {
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = 425;
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level.exit.y = -35;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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//level.addQueryRegion(-600, -250, 180, 420, "death", [[player]],{});
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spawn.debris(-2250, 1330, 3000, 7); //20 debris per level
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@@ -1233,7 +1233,7 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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document.body.style.backgroundColor = "#e0e5e0";
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//foreground
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@@ -1386,11 +1386,11 @@ const level = {
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y: 0,
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draw() {
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ctx.beginPath();
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ctx.moveTo(this.x, this.y + 30);
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ctx.lineTo(this.x, this.y - 80);
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ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80);
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ctx.lineTo(this.x + 100, this.y + 30);
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ctx.lineTo(this.x, this.y + 30);
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ctx.moveTo(level.enter.x, level.enter.y + 30);
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ctx.lineTo(level.enter.x, level.enter.y - 80);
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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);
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ctx.lineTo(level.enter.x + 100, level.enter.y + 30);
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ctx.lineTo(level.enter.x, level.enter.y + 30);
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ctx.fillStyle = "#ccc";
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ctx.fill();
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}
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@@ -1400,11 +1400,11 @@ const level = {
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y: 0,
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draw() {
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ctx.beginPath();
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ctx.moveTo(this.x, this.y + 30);
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ctx.lineTo(this.x, this.y - 80);
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ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80);
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ctx.lineTo(this.x + 100, this.y + 30);
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ctx.lineTo(this.x, this.y + 30);
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ctx.moveTo(level.exit.x, level.exit.y + 30);
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ctx.lineTo(level.exit.x, level.exit.y - 80);
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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);
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ctx.lineTo(level.exit.x + 100, level.exit.y + 30);
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ctx.lineTo(level.exit.x, level.exit.y + 30);
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ctx.fillStyle = "#0ff";
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ctx.fill();
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}
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@@ -1427,20 +1427,20 @@ const level = {
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},
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zones: [], //zone do actions when player is in a region // to effect everything use a query
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checkZones() {
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for (let i = 0, len = this.zones.length; i < len; ++i) {
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for (let i = 0, len = level.zones.length; i < len; ++i) {
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if (
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player.position.x > this.zones[i].x1 &&
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player.position.x < this.zones[i].x2 &&
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player.position.y > this.zones[i].y1 &&
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player.position.y < this.zones[i].y2
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player.position.x > level.zones[i].x1 &&
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player.position.x < level.zones[i].x2 &&
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player.position.y > level.zones[i].y1 &&
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player.position.y < level.zones[i].y2
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) {
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this.zoneActions[this.zones[i].action](i);
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level.zoneActions[level.zones[i].action](i);
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break;
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}
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}
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},
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addZone(x, y, width, height, action, info) {
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this.zones[this.zones.length] = {
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level.zones[level.zones.length] = {
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x1: x,
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y1: y - 150,
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x2: x + width,
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@@ -1509,7 +1509,7 @@ const level = {
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addQueryRegion(x, y, width, height, action, groups = [
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[player], body, mob, powerUp, bullet
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], info) {
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this.queryList[this.queryList.length] = {
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level.queryList[level.queryList.length] = {
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bounds: {
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min: {
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x: x,
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