tidying up

This commit is contained in:
landgreen
2019-11-21 06:47:47 -08:00
parent 2b5287773b
commit fc62fad2da
4 changed files with 1 additions and 76 deletions

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@@ -1,41 +0,0 @@
name: "depleted uranium rounds",
description: "your <strong class='color-b'>bullets</strong> are larger and do more physical <span class='color-d'>damage</span>",
name: "auto-loading heuristics",
description: "your rate of fire is 15% higher",
name: "desublimated ammunition",
description: "use 50% less <strong class='color-b'>ammo</strong> when <strong>crouching</strong>",
name: "Lorentzian topology",
description: "your <strong class='color-b'>bullets</strong> last 40% longer",
name: "anti-matter cores",
description: "the radius of your <strong class='color-e'>explosions</strong> is doubled<br><span style='opacity:0.3;'>be careful</span>",
name: "ceramic plating",
description: "you take no damage from area effects<br>immune to <strong class='color-e'>explosions</strong> and enemy fields",
name: "ablative synthesis",
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>",
name: "zoospore vector",
description: "when an enemy <span style='color: #888;'>dies</span> it has a 20% chance to release <strong class='color-s'>spores</strong>",
name: "field siphon",
description: "regenerate <span class='color-f'>field energy</span> proportional to your <span class='color-d'>damage</span> done",
name: "entropy transfer",
description: "<span class='color-h'>heal</span> proportional to your <span class='color-d'>damage</span> done",
name: "quantum immortality",
description: "after you <strong style='color: #606;'>die</strong> continue in an <em>alternate reality</em><br>guns, ammo, and field are randomized",
name: "fluoroantimonic acid",
description: "Your bullets do extra chemical <span class='color-d'>damage</span> each time they make contact",
name: "annihilation",
description: "after you touch an enemy, they become <strong class='color-l'>light</strong><br><em>touching enemies still damages you</em>",
name: "superconductive healing",
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 = {
}
}
},
//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);

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@@ -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);

View File

@@ -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,