Update 1.0.1 (drills.js)
Sorry, I took a long break. I have finally gotten around to fixing the drills. More content to come soon.
This commit is contained in:
parent
efaebe5014
commit
a728e9191e
|
|
@ -1,12 +1,11 @@
|
|||
/* Made by: Necrotic_Phantom
|
||||
/* Made by: NecroticPhantom
|
||||
With help from: voidapex11 */
|
||||
|
||||
// For change log: "+" = addition, "-" = removal and "~" = change. L, R, U, D corresponds to LEFT, RIGHT, UP and DOWN
|
||||
// "committed" means posted current version on github. It is a courtesy and important, especially if you're working on another person's mod at the same time as them, so you don't disrupt each other's work
|
||||
|
||||
/*
|
||||
===CHANGE LOG===
|
||||
Version: 1.0.0
|
||||
Version: 1.0.0 (Drills.js)
|
||||
@Necrotic_Phantom & @voidapex11
|
||||
+ steel drill L, R, U & D
|
||||
+ steel drill missile L, R, U & D
|
||||
|
|
@ -15,46 +14,16 @@
|
|||
+ void drill L, R, U & D
|
||||
+ void drill missile L, R, U & D
|
||||
+ drills.js info (drills_info) element to 'mods' category
|
||||
~ changed all element colors from gray to individual colors
|
||||
~ fixed steel/diamond/void drill missile L, R, U & D drilling errors
|
||||
~ fixed steel/diamond/void drill R & steel/diamond/void drill missile R crashing upon border collision
|
||||
~ made steel/diamond/void drill missile L, R, U & D explode upon border contact
|
||||
~ committed
|
||||
|
||||
Version: 1.0.1
|
||||
@NecroticPhantom
|
||||
~ fixed steel/diamond/void drill L, R, U & D + steel/diamond/void drill missile L, R, U & D not breaking pixels with no listed hardness
|
||||
|
||||
*/
|
||||
|
||||
/* Future Plans (in approx order):
|
||||
~ find error/fix all types of drill_RIGHT crashing game a few seconds after hitting border
|
||||
+ reverse steel drill L, R, U & D
|
||||
+ reverse diamond drill L, R, U & D
|
||||
+ reverse void drill L, R, U & D
|
||||
+ random steel drill
|
||||
+ random steel drill missile
|
||||
+ random reverse steel drill
|
||||
+ random diamond drill
|
||||
+ random diamond drill missile
|
||||
+ random reverse diamond drill
|
||||
+ random void drill
|
||||
+ random void drill missile
|
||||
+ random reverse void drill
|
||||
+ programmable steel drill
|
||||
+ programmable steel drill missile
|
||||
+ programmable reverse steel drill
|
||||
+ programmable diamond drill
|
||||
+ programmable diamond drill missile
|
||||
+ programmable reverse diamond drill
|
||||
+ programmable void drill
|
||||
+ programmable void drill missile
|
||||
+ programmable reverse void drill
|
||||
+ seeking steel drill
|
||||
+ seeking steel drill missile
|
||||
+ seeking reverse steel drill
|
||||
+ seeking diamond drill
|
||||
+ seeking diamond drill missile
|
||||
+ seeking reverse diamond drill
|
||||
+ seeking void drill
|
||||
+ seeking void drill missile
|
||||
+ seeking reverse void drill
|
||||
+ ricochet drills??? */
|
||||
|
||||
drills_mod_desc_Colour = "#000000"
|
||||
steel_drill_Colour = "#71797e"
|
||||
|
|
@ -66,6 +35,14 @@ void_drill_missile_Colour = ["#262626", "#ff0000"];
|
|||
|
||||
|
||||
|
||||
behaviors.SELFDELETE = [
|
||||
"XX|XX|XX",
|
||||
"XX|DL|XX",
|
||||
"XX|XX|XX",
|
||||
];
|
||||
|
||||
|
||||
|
||||
elements.drills_info = {
|
||||
color: drills_mod_desc_Colour,
|
||||
name: "drills.js_info",
|
||||
|
|
@ -91,6 +68,9 @@ steel_drill_function = function(pixel, dif_x, dif_y) {
|
|||
if (elements[pxl.element].hardness <= 0.8) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
}
|
||||
else if (elements[pxl.element].hardness == undefined) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
};
|
||||
};
|
||||
tryMove(pixel,pixel.x+dif_x,pixel.y+dif_y);
|
||||
};
|
||||
|
|
@ -174,6 +154,9 @@ steel_drill_missile_function = function(pixel, dif_x, dif_y) {
|
|||
if (elements[pxl.element].hardness <= 0.8) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
}
|
||||
else if (elements[pxl.element].hardness == undefined) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
};
|
||||
}
|
||||
else if (pixel.primed) {
|
||||
pixel.die--
|
||||
|
|
@ -267,6 +250,9 @@ diamond_drill_function = function(pixel, dif_x, dif_y) {
|
|||
if (elements[pxl.element].hardness <= 0.99) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
}
|
||||
else if (elements[pxl.element].hardness == undefined) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
};
|
||||
};
|
||||
tryMove(pixel,pixel.x+dif_x,pixel.y+dif_y);
|
||||
};
|
||||
|
|
@ -350,6 +336,9 @@ diamond_drill_missile_function = function(pixel, dif_x, dif_y) {
|
|||
if (elements[pxl.element].hardness <= 0.99) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
}
|
||||
else if (elements[pxl.element].hardness == undefined) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
};
|
||||
}
|
||||
else if (pixel.primed) {
|
||||
pixel.die--
|
||||
|
|
@ -443,6 +432,9 @@ void_drill_function = function(pixel, dif_x, dif_y) {
|
|||
if (elements[pxl.element].hardness <= 1) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
}
|
||||
else if (elements[pxl.element].hardness == undefined) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
};
|
||||
};
|
||||
tryMove(pixel,pixel.x+dif_x,pixel.y+dif_y);
|
||||
};
|
||||
|
|
@ -526,6 +518,9 @@ void_drill_missile_function = function(pixel, dif_x, dif_y) {
|
|||
if (elements[pxl.element].hardness <= 1) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
}
|
||||
else if (elements[pxl.element].hardness == undefined) {
|
||||
delete pixelMap[pixel.x+dif_x][pixel.y+dif_y];
|
||||
};
|
||||
}
|
||||
else if (pixel.primed) {
|
||||
pixel.die--
|
||||
|
|
@ -606,4 +601,4 @@ elements.void_drill_missile_DOWN = {
|
|||
conduct: 1,
|
||||
state: "solid",
|
||||
maxSize: 1,
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue