cleaned up main, made new difficulty scaling system, removed .swp files,
added greater support for mobile (responsiveness of btns)
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parent
4d848a5ac4
commit
9e7e82c729
5 changed files with 40 additions and 30 deletions
BIN
js/.input.js.swp
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js/.input.js.swp
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js/.main.js.swp
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js/.main.js.swp
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@ -1,17 +1,20 @@
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var prevGameState;
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function showText(text){
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var messages = {
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'paused':"<div class='centeredHeader unselectable'>Paused</div><br><div class='unselectablecenteredSubHeader'>Press p to resume</div>"
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'paused':"<div class='centeredHeader unselectable'>Paused</div><br><div class='unselectablecenteredSubHeader'>Press p to resume</div>"
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}
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var pt = document.getElementById("overlay");
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pt.className = '';
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pt.innerHTML = messages[text];
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}
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function hideText(text){
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var pt = document.getElementById("overlay");
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pt.className = 'faded';
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pt.innerHTML = '';
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}
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function pause(x,o,message) {
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if(x === undefined){x=true;}
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message = 'paused';
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@ -98,7 +101,7 @@ keypress.register_combo({
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});
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$(document).ready(function(){
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$("#pauseBtn").mousedown(function() {
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$("#pauseBtn").on('touchstart mousedown', function() {
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pause();
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if ($($("#pauseBtn").children()[0]).attr('class').indexOf('pause') == -1) {
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$("#pauseBtn").html('<i class="fa fa-pause fa-2x"></i>');
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27
js/update.js
27
js/update.js
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@ -22,9 +22,13 @@ function update() {
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waveone.prevTimeScored = now;
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}
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}
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var lowestDeletedIndex;
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var i;
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var j;
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var block;
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var objectsToRemove = [];
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for (var i in blocks) {
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for (i in blocks) {
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MainClock.doesBlockCollide(blocks[i]);
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if (!blocks[i].settled) {
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if (!blocks[i].initializing) blocks[i].distFromHex -= blocks[i].iter * settings.scale;
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@ -33,36 +37,37 @@ function update() {
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}
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}
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for (var i = 0; i < MainClock.blocks.length; i++) {
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for (var j = 0; j < MainClock.blocks[i].length; j++) {
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for (i = 0; i < MainClock.blocks.length; i++) {
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for (j = 0; j < MainClock.blocks[i].length; j++) {
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if(MainClock.blocks[i][j].checked ==1 ){
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consolidateBlocks(MainClock,MainClock.blocks[i][j].attachedLane,MainClock.blocks[i][j].getIndex());
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MainClock.blocks[i][j].checked=0;
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}
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}
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}
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var lowestDeletedIndex;
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for (var i = 0; i < MainClock.blocks.length; i++) {
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for (i = 0; i < MainClock.blocks.length; i++) {
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lowestDeletedIndex = 99;
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for (j = 0; j < MainClock.blocks[i].length; j++) {
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block = MainClock.blocks[i][j];
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if (block.deleted == 2) {
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MainClock.blocks[i].splice(j,1);
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blockDestroyed();
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if (j < lowestDeletedIndex) lowestDeletedIndex = j;
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j--;
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}
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}
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if (lowestDeletedIndex < MainClock.blocks[i].length) {
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for (var q = lowestDeletedIndex; q < MainClock.blocks[i].length; q++) {
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for (j = lowestDeletedIndex; q < MainClock.blocks[i].length; q++) {
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MainClock.blocks[i][q].settled = 0;
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}
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}
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}
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for (var i in MainClock.blocks) {
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for (var j = 0; j < MainClock.blocks[i].length; j++) {
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var block = MainClock.blocks[i][j];
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for (i in MainClock.blocks) {
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for (j = 0; j < MainClock.blocks[i].length; j++) {
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block = MainClock.blocks[i][j];
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MainClock.doesBlockCollide(block, j, MainClock.blocks[i]);
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if (!MainClock.blocks[i][j].settled) {
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@ -71,8 +76,8 @@ function update() {
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}
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}
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for(var i=0;i<blocks.length;i++){
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if(blocks[i].removed == 1){
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for(i = 0; i < blocks.length;i++){
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if (blocks[i].removed == 1) {
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blocks.splice(i,1);
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i--;
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}
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@ -1,6 +1,16 @@
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// In each generator function you need a few things
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// Something defining when the next block is being generated
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// Something defining which and when the next function is going to be passed
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function blockDestroyed() {
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if (waveone.nextGen > 1000) {
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waveone.nextGen -= 10;
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} else {
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waveone.nextGen = 1000;
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}
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if (waveone.difficulty < 15) {
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waveone.difficulty += 0.075;
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} else {
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waveone.difficulty = 15;
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}
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}
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function waveGen(clock) {
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this.lastGen = 0;
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@ -19,7 +29,7 @@ function waveGen(clock) {
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this.computeDifficulty();
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if (this.dt - this.lastGen * (1/settings.creationSpeedModifier) > this.nextGen) {
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if (this.nextGen > 1000) {
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this.nextGen -= (3 * (this.nextGen/1300)) * settings.creationSpeedModifier;
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this.nextGen -= (1 * (this.nextGen/1300)) * settings.creationSpeedModifier;
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}
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}
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};
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@ -29,7 +39,7 @@ function waveGen(clock) {
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this.ct++;
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this.lastGen = this.dt;
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var fv = randInt(0, MainClock.sides);
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addNewBlock(fv, colors[randInt(0, colors.length)], 1.5 + (this.integerDifficulty/15) * 3);
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addNewBlock(fv, colors[randInt(0, colors.length)], 1.3 + (this.integerDifficulty/15) * 3);
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if (this.ct > 7) {
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var nextPattern = randInt(0, 20 + 4);
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if (nextPattern > 4 + 17) {
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@ -52,12 +62,12 @@ function waveGen(clock) {
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};
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this.computeDifficulty = function() {
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if (this.difficulty < 11) {
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if (this.difficulty < 15) {
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if (this.difficulty < 8) {
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this.difficulty += (this.dt - this.last)/250000;
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this.difficulty += (this.dt - this.last)/(1000000);
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}
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else {
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this.difficulty += (this.dt - this.last)/5000000;
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this.difficulty += (this.dt - this.last)/(20000000);
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}
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}
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this.integerDifficulty = Math.floor(this.difficulty);
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@ -165,12 +175,4 @@ function waveGen(clock) {
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// rest of generation functions
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this.currentFunction = this.randomGeneration;
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}
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function generatorFunction() {
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}
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// In each generator function you need a few things
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// Something defining when the next block is being generated
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// Something defining which and when the next function is going to be passed
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}
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