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Remove the first monster
[ld40.git]
/
ld40.js
diff --git
a/ld40.js
b/ld40.js
index 5c84a995a30a5ca2e5a4df6f865ac57b969e6bd9..892e1b1d62239d0ec497f90ce9ad7b69bee19f2f 100644
(file)
--- a/
ld40.js
+++ b/
ld40.js
@@
-21,7
+21,7
@@
const MONSTER_HEALTH = 20;
const MODE_DETERMINATION = 0;
const MODE_JUSTICE = 1;
const MONSTER_HEALTH = 20;
const MODE_DETERMINATION = 0;
const MODE_JUSTICE = 1;
- const SPEED_PLAYER =
1
50;
+ const SPEED_PLAYER =
50;
const SPEED_PROJECTILE = 500;
window.addEventListener("keydown", function(e) {
const SPEED_PROJECTILE = 500;
window.addEventListener("keydown", function(e) {
@@
-43,7
+43,7
@@
this.lasttime_shoot = 0;
this.lasttime_mode = 0;
this.lasttime_damage = 0;
this.lasttime_shoot = 0;
this.lasttime_mode = 0;
this.lasttime_damage = 0;
- this.speed =
150
;
+ this.speed =
SPEED_PLAYER
;
this.switchmode(MODE_DETERMINATION);
this.projectiles = game.add.group();
this.healthBar = new HealthBar(60, game.world.height - (WALL_BORDERBOTTOM / 2));
this.switchmode(MODE_DETERMINATION);
this.projectiles = game.add.group();
this.healthBar = new HealthBar(60, game.world.height - (WALL_BORDERBOTTOM / 2));
@@
-257,9
+257,7
@@
nexttime_determination = Math.random() * WAIT_DETERMINATION;
monsters = game.add.group();
nexttime_determination = Math.random() * WAIT_DETERMINATION;
monsters = game.add.group();
- monsters.add(new Monster(400, 500));
- monsters.children.forEach(function(monster) { monster.enablePhysics(); });
- nexttime_monsterspawn = WAIT_MONSTERSPAWN;
+ nexttime_monsterspawn = WAIT_MONSTERSPAWN / 4;
player = new Player(game.world.width / 2, game.world.height / 2);
player.enablePhysics();
player = new Player(game.world.width / 2, game.world.height / 2);
player.enablePhysics();
@@
-291,7
+289,9
@@
var monster = new Monster(Math.random() * game.world.width, Math.random() * game.world.height);
monster.enablePhysics();
monsters.add(monster);
var monster = new Monster(Math.random() * game.world.width, Math.random() * game.world.height);
monster.enablePhysics();
monsters.add(monster);
- nexttime_monsterspawn = game.time.now + (WAIT_MONSTERSPAWN / player.love) + (Math.random() * WAIT_MONSTERSPAWN);
+ var waittime = WAIT_MONSTERSPAWN - ((Math.random() * 2000) * player.love);
+ nexttime_monsterspawn = game.time.now + waittime;
+ console.log('Next monster in ' + waittime);
}
if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;
}
if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;