tidying up
This commit is contained in:
41
js/dssd.js
41
js/dssd.js
@@ -1,41 +0,0 @@
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name: "depleted uranium rounds",
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description: "your <strong class='color-b'>bullets</strong> are larger and do more physical <span class='color-d'>damage</span>",
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name: "auto-loading heuristics",
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description: "your rate of fire is 15% higher",
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name: "desublimated ammunition",
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description: "use 50% less <strong class='color-b'>ammo</strong> when <strong>crouching</strong>",
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name: "Lorentzian topology",
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description: "your <strong class='color-b'>bullets</strong> last 40% longer",
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name: "anti-matter cores",
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description: "the radius of your <strong class='color-e'>explosions</strong> is doubled<br><span style='opacity:0.3;'>be careful</span>",
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name: "ceramic plating",
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description: "you take no damage from area effects<br>immune to <strong class='color-e'>explosions</strong> and enemy fields",
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name: "ablative synthesis",
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description: "after taking <span class='color-d'>damage</span>, there is a chance that your damaged parts will be rebuilt as <strong class='color-b'>drones</strong>",
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name: "zoospore vector",
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description: "when an enemy <span style='color: #888;'>dies</span> it has a 20% chance to release <strong class='color-s'>spores</strong>",
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name: "field siphon",
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description: "regenerate <span class='color-f'>field energy</span> proportional to your <span class='color-d'>damage</span> done",
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name: "entropy transfer",
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description: "<span class='color-h'>heal</span> proportional to your <span class='color-d'>damage</span> done",
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name: "quantum immortality",
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description: "after you <strong style='color: #606;'>die</strong> continue in an <em>alternate reality</em><br>guns, ammo, and field are randomized",
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name: "fluoroantimonic acid",
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description: "Your bullets do extra chemical <span class='color-d'>damage</span> each time they make contact",
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name: "annihilation",
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description: "after you touch an enemy, they become <strong class='color-l'>light</strong><br><em>touching enemies still damages you</em>",
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name: "superconductive healing",
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description: "<span class='color-h'>heals</span> have zero resistance, and maximum efficiency<br><span class='color-h'>heals</span> bring you to full health",
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@@ -211,7 +211,6 @@ const level = {
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}
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}
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},
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//empty map for testing mobs
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intro() {
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// b.giveGuns(0, 1000)
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game.zoomScale = 1000 //1400 is normal
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@@ -626,7 +625,7 @@ const level = {
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spawn.mapRect(-300, -1000, 600, 50);
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spawn.mapRect(-300, -1300, 450, 50);
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spawn.mapRect(-300, -1300, 50, 350);
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if (!backwards) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards
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if (!backwards && game.levelsCleared > 1) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards
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//left building
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spawn.mapRect(-100, -975, 100, 975);
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spawn.mapRect(-500, 100, 1950, 400);
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@@ -1192,7 +1192,6 @@ const mech = {
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mech.fieldDamage = 4; //passive field does extra damage
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// mech.fieldArc = 0.11
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// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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mech.hold = function () {
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if (mech.isHolding) {
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mech.drawHold(mech.holdingTarget);
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32
js/spawn.js
32
js/spawn.js
@@ -1160,38 +1160,6 @@ const spawn = {
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}
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this.allowShields = true;
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},
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// nodeBoss(
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// x,
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// y,
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// spawn = "striker",
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// nodes = Math.min(2 + Math.round(Math.random() * game.levelsCleared), 8),
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// //Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(game.levelsCleared/2)),
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// radius = Math.ceil(Math.random() * 10) + 17, // radius of each node mob
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// l = Math.ceil(Math.random() * 100) + 70, // distance between each node mob
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// stiffness = Math.random() * 0.03 + 0.005
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// ) {
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// this.allowShields = false; //dont' want shields on boss mobs
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// let px = 0;
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// let py = 0;
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// let a = (2 * Math.PI) / nodes;
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// for (let i = 0; i < nodes; ++i) {
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// px += l * Math.cos(a * i);
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// py += l * Math.sin(a * i);
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// let whoSpawn = spawn;
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// if (spawn === "random") {
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// whoSpawn = this.fullPickList[Math.floor(Math.random() * this.fullPickList.length)];
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// } else if (spawn === "randomList") {
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// whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)];
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// }
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// this[whoSpawn](x + px, y + py, radius);
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// }
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// if (Math.random() < 0.3) {
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// this.constrain2AdjacentMobs(nodes, stiffness * 2, true);
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// } else {
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// this.constrainAllMobCombos(nodes, stiffness);
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// }
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// this.allowShields = true;
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// },
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lineBoss(
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x,
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y,
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