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landgreen committed Mar 16, 2020
1 parent f6238ff commit 5768664
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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
@@ -1,3 +1,3 @@
2-d physics platformer shooter
2-d physics rogue-lite platformer shooter

https://landgreen.github.io/sidescroller/
36 changes: 18 additions & 18 deletions js/bullets.js
Original file line number Diff line number Diff line change
Expand Up @@ -1067,8 +1067,8 @@ const b = {
}
},
{
name: "daze",
description: "blocking <strong>stuns</strong> mobs for 1 second<br>with the <strong>perfect diamagnetism</strong> field",
name: "flux pinning",
description: "blocking <strong>stuns</strong> mobs for <strong>+1</strong> second<br>with the <strong>perfect diamagnetism</strong> field",
maxCount: 9,
count: 0,
allowed() {
Expand All @@ -1082,6 +1082,22 @@ const b = {
b.isModStunField = 0;
}
},
{
name: "bremsstrahlung radiation",
description: "<strong>blocking</strong> with your field does <strong class='color-d'>damage</strong>",
maxCount: 9,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics" || mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
},
requires: "standing wave harmonics<br>or perfect diamagnetism",
effect() {
b.modBlockDmg += 0.4 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
},
remove() {
b.modBlockDmg = 0;
}
},
{
name: "plasma jet",
description: "increase <strong>plasma torch's</strong> range by <strong>33%</strong>",
Expand Down Expand Up @@ -1114,22 +1130,6 @@ const b = {
b.isModHawking = 0;
}
},
{
name: "bremsstrahlung radiation",
description: "<strong>blocking</strong> with your field does <strong class='color-d'>damage</strong>",
maxCount: 9,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics" || mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
},
requires: "standing wave harmonics<br>or perfect diamagnetism",
effect() {
b.modBlockDmg += 0.4 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
},
remove() {
b.modBlockDmg = 0;
}
},
{
name: "frequency resonance",
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>30%</strong>",
Expand Down
2 changes: 1 addition & 1 deletion js/level.js
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ const level = {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(9)
// b.giveGuns("mine")
// mech.setField("perfect diamagnetism")
// mech.setField("phase decoherence field")
// b.giveMod("irradiated needles");
// b.giveMod("reflective cavity");

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48 changes: 30 additions & 18 deletions js/player.js
Original file line number Diff line number Diff line change
Expand Up @@ -696,10 +696,10 @@ const mech = {
mech.wakeCheck();
},
fieldMeterColor: "#0cf",
drawFieldMeter(range = 60) {
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
if (mech.energy < mech.fieldEnergyMax) {
mech.energy += mech.fieldRegen;
ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
ctx.fillStyle = bgColor;
const xOff = mech.pos.x - mech.radius * mech.fieldEnergyMax
const yOff = mech.pos.y - 50
ctx.fillRect(xOff, yOff, range * mech.fieldEnergyMax, 10);
Expand Down Expand Up @@ -1171,7 +1171,7 @@ const mech = {
isEasyToAim: false,
effect: () => {
mech.fieldShieldingScale = 0;
mech.fieldMeterColor = "#0af"
// mech.fieldMeterColor = "#0af"
// mech.fieldArc = 0.3; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
// mech.calculateFieldThreshold();
mech.hold = function () {
Expand All @@ -1186,19 +1186,12 @@ const mech = {
} else if ((keys[32] || game.mouseDownRight && mech.energy > 0.05 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
//draw field
if (mech.holdingTarget) {
ctx.fillStyle = "rgba(120,190,255," + (0.06 + 0.03 * Math.random()) + ")";
ctx.strokeStyle = "rgba(120, 190, 255, " + (0.35 + 0.05 * Math.random()) + ")"
ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
} else {
ctx.fillStyle = "rgba(120,190,255," + (0.3 + 0.13 * Math.random() - 0.15 * wave) + ")";
ctx.strokeStyle = "rgba(120, 190, 255, " + (0.3 + 0.5 * Math.random()) + ")"
ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.13 * Math.random() - 0.15 * wave) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
}
// if (mech.holdingTarget) {
// ctx.fillStyle = "rgba(110,175,200," + (0.06 + 0.03 * Math.random()) + ")";
// ctx.strokeStyle = "rgba(115, 220, 255, " + (0.35 + 0.05 * Math.random()) + ")"
// } else {
// ctx.fillStyle = "rgba(110,175,200," + (0.20 + 0.07 * Math.random() - 0.1 * wave) + ")";
// ctx.strokeStyle = "rgba(115, 220, 255, " + (0.3 + 0.5 * Math.random()) + ")"
// }
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
ctx.lineWidth = 2.5 - 1.5 * wave;
Expand Down Expand Up @@ -1458,7 +1451,7 @@ const mech = {
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
mech.drawFieldMeter()
mech.drawFieldMeter("rgba(0, 0, 0, 0.2)")
}
}
},
Expand All @@ -1470,10 +1463,9 @@ const mech = {
effect: () => {
mech.fieldFire = true;
mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
// mech.fieldMeterColor = "#000"
mech.fieldMeterColor = "#000"

mech.hold = function () {
mech.drawFieldMeter()
mech.fieldDamageResistance = 1;
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
Expand Down Expand Up @@ -1589,6 +1581,7 @@ const mech = {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
this.fieldDrawRadius = 0
}
mech.drawFieldMeter("rgba(0,0,0,0.2)")
}
}
},
Expand Down Expand Up @@ -1758,7 +1751,26 @@ const mech = {
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
mech.drawFieldMeter()
// mech.drawFieldMeter()
if (mech.energy < mech.fieldEnergyMax) {
mech.energy += mech.fieldRegen;
const xOff = mech.pos.x - mech.radius * mech.fieldEnergyMax
const yOff = mech.pos.y - 50

ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx.fillRect(xOff, yOff, 60 * mech.fieldEnergyMax, 10);

ctx.fillStyle = mech.fieldMeterColor;
ctx.fillRect(xOff, yOff, 60 * mech.energy, 10);

ctx.beginPath()
ctx.rect(xOff, yOff, 60 * mech.fieldEnergyMax, 10);
// ctx.fill();
ctx.strokeStyle = "rgb(0, 0, 0)";
ctx.lineWidth = 1;
ctx.stroke();
}

}
}
},
Expand Down
31 changes: 8 additions & 23 deletions todo.txt
Original file line number Diff line number Diff line change
@@ -1,18 +1,14 @@
perfect diamagnetism balance and graphics
unique energy colors for fields
game info on pause screen
falling off the map, on easy and normal difficulty
sets the player to the entrance
sets power ups to the exit




************** TODO - n-gon **************

perfect diamagnetism should get larger as it blocks more, and then slowly fad back to the normal size
work on burn status effect
graphics don't look right
how is it different from the chemical dot

gun or mod - drones that only last for 2 seconds
perfect diamagnetism should get larger as it blocks more, and then slowly fade back to the normal size

gun - bullets that acts like drones but only last for 2 seconds and do more damage

field - the basic field emitter, but no energy loss and no knock back on blocks
this field should make blocking a viable strategy
Expand Down Expand Up @@ -45,29 +41,18 @@ bug - getting stuck in crouch mode
I don't think I was holding a block
might have been standing on a block... not sure

mobs - add in a function to the main loops that does injected code for each mob
each mob would get an object with a game.cycle for ending and a method to run each cycle until the end is met
this could be a DoT, graphics, slow, blind
stun - combine blind, slow
with increased gravity effects, but how
burn effect doesn't look right, too similar to poison
burn status could spread to player
mod - grenade explosions stun enemies
mod - vacuum bomb does DoT damage after exploding
mod - super balls become fire balls?
mod - laser mod has a chance to set things on fire

settings - auto aim at nearest mob
settings - custom keys binding

gun - buff vacuum bomb
its weak late game
it's weak late game
can't spam it faster
bad vs. shields
doesn't scale up to huge groups
buff collision damage?
mod - double explosions?
mod - doesn't suck player in?
mod - DoT damage after exploding

mod - make bodies destroyable
they drop ammo and heals
Expand Down

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