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MegaBrutal [Wed, 3 Jan 2018 13:40:00 +0000 (14:40 +0100)]
Add particle effect for player death
Added a simple particle effect to visualize how the player's soul
shatters upon death. The Game Over screen had to be delayed as the
player needs some time to see the particle effect.
modified: ld40.js
new file: soulbreak.png
new file: soulbreak.svg
MegaBrutal [Tue, 2 Jan 2018 22:00:00 +0000 (23:00 +0100)]
Add 'GameOver' game state
Added a Game Over screen with the possibility to restart the game.
modified: ld40.js
MegaBrutal [Tue, 2 Jan 2018 19:05:00 +0000 (20:05 +0100)]
Add 'GamePlay' game state
This commit prepares the source code to use Phaser game states.
A default game state is already added. The main game functions
(preload, create, update) were moved into this game state.
This was necessary to add a Game Over state later.
modified: ld40.js
MegaBrutal [Fri, 29 Dec 2017 23:25:00 +0000 (00:25 +0100)]
Reuse same tween for monster shaking
Now one tween is created and reused to shake a monster when it is
damaged. As a side-effect, the amplitude of shaking is now constant
while it was random in the previous commit.
I decided to use one tween for a monster to avoid creating a memory
leak by leaving unused tweens in memory.
modified: ld40.js
MegaBrutal [Fri, 29 Dec 2017 22:55:00 +0000 (23:55 +0100)]
Shake monsters when damaged
Monsters should give some feedback when they are damaged to let the
player know that shooting them has effect.
modified: ld40.js
MegaBrutal [Fri, 29 Dec 2017 19:15:00 +0000 (20:15 +0100)]
Fix healthbar not showing 0 when killed
When the player died, the healthbar showed some HP value which
confused some players (some of them didn't realize that they died).
modified: ld40.js
MegaBrutal [Thu, 28 Dec 2017 01:00:00 +0000 (02:00 +0100)]
Merge branches 'cleaning' and 'balancing'
modified: ld40.js
MegaBrutal [Thu, 28 Dec 2017 00:45:00 +0000 (01:45 +0100)]
Cleanup: Remove unused keyboard handler
modified: ld40.js
MegaBrutal [Thu, 28 Dec 2017 00:15:00 +0000 (01:15 +0100)]
Remove the first monster
Remove the very first monster that spawned in the game's create code
at a fixed location, as it intimidated some players. It's better to
let a few seconds for the player to accommodate with the movements
before the first monster spawns.
modified: ld40.js
MegaBrutal [Wed, 27 Dec 2017 23:45:00 +0000 (00:45 +0100)]
Cleanup: Monster also uses JusticeBlaster as a weapon
To further simplify the code, the Monster class should also use
the JusticeBlaster weapon class as its weapon.
modified: ld40.js
MegaBrutal [Wed, 27 Dec 2017 23:05:00 +0000 (00:05 +0100)]
Cleanup: Use Phaser.Bullet & Phaser.Weapon
I realized I reinvented the wheel by implementing my custom projectile
sprite derived from Phaser.Sprite. There are predefined classes in
Phaser.js just for this purpose. Now the player's weapon is derived
from Phaser classes.
modified: ld40.js
MegaBrutal [Wed, 27 Dec 2017 10:35:00 +0000 (11:35 +0100)]
Done some balancing
– Player starts off with lower speed and gets faster in lower steps.
– Monsters spawn sooner depending on LV. With high enough LV, swarm of monsters may appear.
modified: ld40.js
MegaBrutal [Tue, 5 Dec 2017 22:40:00 +0000 (23:40 +0100)]
Initial commit
First version published at LD40.
new file: determination.png
new file: determination.svg
new file: determination_shot1.png
new file: determination_shot2.png
new file: index.html
new file: ld40.html
new file: ld40.js
new file: monster.png
new file: projectile.png
new file: projectile.svg
new file: wall.png