diff --git a/js/dssd.js b/js/dssd.js deleted file mode 100644 index 4c4c757..0000000 --- a/js/dssd.js +++ /dev/null @@ -1,41 +0,0 @@ - name: "depleted uranium rounds", - description: "your bullets are larger and do more physical damage", - - name: "auto-loading heuristics", - description: "your rate of fire is 15% higher", - - name: "desublimated ammunition", - description: "use 50% less ammo when crouching", - - name: "Lorentzian topology", - description: "your bullets last 40% longer", - - name: "anti-matter cores", - description: "the radius of your explosions is doubled
be careful", - - name: "ceramic plating", - description: "you take no damage from area effects
immune to explosions and enemy fields", - - name: "ablative synthesis", - description: "after taking damage, there is a chance that your damaged parts will be rebuilt as drones", - - name: "zoospore vector", - description: "when an enemy dies it has a 20% chance to release spores", - - name: "field siphon", - description: "regenerate field energy proportional to your damage done", - - name: "entropy transfer", - description: "heal proportional to your damage done", - - name: "quantum immortality", - description: "after you die continue in an alternate reality
guns, ammo, and field are randomized", - - name: "fluoroantimonic acid", - description: "Your bullets do extra chemical damage each time they make contact", - - name: "annihilation", - description: "after you touch an enemy, they become light
touching enemies still damages you", - - name: "superconductive healing", - description: "heals have zero resistance, and maximum efficiency
heals bring you to full health", \ No newline at end of file diff --git a/js/level.js b/js/level.js index 7546600..f291960 100644 --- a/js/level.js +++ b/js/level.js @@ -211,7 +211,6 @@ const level = { } } }, - //empty map for testing mobs intro() { // b.giveGuns(0, 1000) game.zoomScale = 1000 //1400 is normal @@ -626,7 +625,7 @@ const level = { spawn.mapRect(-300, -1000, 600, 50); spawn.mapRect(-300, -1300, 450, 50); spawn.mapRect(-300, -1300, 50, 350); - if (!backwards) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards + if (!backwards && game.levelsCleared > 1) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards //left building spawn.mapRect(-100, -975, 100, 975); spawn.mapRect(-500, 100, 1950, 400); diff --git a/js/player.js b/js/player.js index 5be366e..4662790 100644 --- a/js/player.js +++ b/js/player.js @@ -1192,7 +1192,6 @@ const mech = { mech.fieldDamage = 4; //passive field does extra damage // mech.fieldArc = 0.11 // mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) - mech.hold = function () { if (mech.isHolding) { mech.drawHold(mech.holdingTarget); diff --git a/js/spawn.js b/js/spawn.js index f8f7acb..ad9baf9 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -1160,38 +1160,6 @@ const spawn = { } this.allowShields = true; }, - // nodeBoss( - // x, - // y, - // spawn = "striker", - // nodes = Math.min(2 + Math.round(Math.random() * game.levelsCleared), 8), - // //Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(game.levelsCleared/2)), - // radius = Math.ceil(Math.random() * 10) + 17, // radius of each node mob - // l = Math.ceil(Math.random() * 100) + 70, // distance between each node mob - // stiffness = Math.random() * 0.03 + 0.005 - // ) { - // this.allowShields = false; //dont' want shields on boss mobs - // let px = 0; - // let py = 0; - // let a = (2 * Math.PI) / nodes; - // for (let i = 0; i < nodes; ++i) { - // px += l * Math.cos(a * i); - // py += l * Math.sin(a * i); - // let whoSpawn = spawn; - // if (spawn === "random") { - // whoSpawn = this.fullPickList[Math.floor(Math.random() * this.fullPickList.length)]; - // } else if (spawn === "randomList") { - // whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)]; - // } - // this[whoSpawn](x + px, y + py, radius); - // } - // if (Math.random() < 0.3) { - // this.constrain2AdjacentMobs(nodes, stiffness * 2, true); - // } else { - // this.constrainAllMobCombos(nodes, stiffness); - // } - // this.allowShields = true; - // }, lineBoss( x, y,