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Build 29060255
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parent
5ce309d59f
commit
b7dacaba0a
11 changed files with 143 additions and 184 deletions
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@ -1,5 +1,5 @@
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// The version of the cache.
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const VERSION = "29060245";
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const VERSION = "29060255";
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// The name of the cache
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const CACHE_NAME = `breakout-71-${VERSION}`;
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@ -1 +1 @@
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"29060245"
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"29060255"
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@ -22,6 +22,7 @@ import {
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getMajorityValue,
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getPossibleUpgrades,
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getRowColIndex,
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isMovingWhilePassiveIncome,
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isPickyEatingPossible,
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isTelekinesisActive,
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isYoyoActive,
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@ -451,18 +452,13 @@ export function explodeBrick(
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}
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}
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if (
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gameState.lastPuckMove &&
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gameState.perks.passive_income &&
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gameState.lastPuckMove >
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gameState.levelTime - 250 * gameState.perks.passive_income
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) {
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if (isMovingWhilePassiveIncome(gameState)) {
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resetCombo(gameState, x, y);
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}
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if (
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gameState.perks.nbricks &&
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ball.brokenSinceBounce > gameState.perks.nbricks
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ball.hitSinceBounce > gameState.perks.nbricks
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) {
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// We need to reset at each hit, otherwise it's just an OP version of single puck hit streak
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resetCombo(gameState, ball.x, ball.y);
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@ -685,6 +681,7 @@ export async function setLevel(gameState: GameState, l: number) {
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gameState.levelTime = 0;
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gameState.winAt = 0;
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gameState.levelWallBounces = 0;
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gameState.lastPuckMove = 0;
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gameState.autoCleanUses = 0;
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gameState.lastTickDown = gameState.levelTime;
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gameState.levelStartScore = gameState.score;
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@ -1544,7 +1541,7 @@ export function ballTick(gameState: GameState, ball: Ball, delta: number) {
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}
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if (
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gameState.perks.nbricks &&
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ball.brokenSinceBounce < gameState.perks.nbricks
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ball.hitSinceBounce < gameState.perks.nbricks
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) {
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resetCombo(gameState, ball.x, ball.y);
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}
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@ -234,28 +234,15 @@ export function shouldPierceByColor(
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return true;
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}
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// export function countBricksAbove(gameState: GameState, index: number) {
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// const col = index % gameState.gridSize;
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// const row = Math.floor(index / gameState.gridSize);
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// let count = 0;
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// for (let y = 0; y < row; y++) {
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// if (gameState.bricks[col + y * gameState.gridSize]) {
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// count++;
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// }
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// }
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// return count;
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// }
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// export function countBricksBelow(gameState: GameState, index: number) {
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// const col = index % gameState.gridSize;
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// const row = Math.floor(index / gameState.gridSize);
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// let count = 0;
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// for (let y = row + 1; y < gameState.gridSize; y++) {
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// if (gameState.bricks[col + y * gameState.gridSize]) {
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// count++;
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// }
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// }
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// return count;
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// }
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export function isMovingWhilePassiveIncome(gameState: GameState) {
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return !!(
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gameState.lastPuckMove &&
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gameState.perks.passive_income &&
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gameState.lastPuckMove >
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gameState.levelTime - 250 * gameState.perks.passive_income
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);
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}
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export function highScoreForMode(mode: GameState["mode"]) {
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try {
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const score = parseInt(
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@ -219,7 +219,7 @@
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"upgrades.multiball.help": "Start every levels with {{count}} balls.",
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"upgrades.multiball.name": "+1 ball",
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"upgrades.nbricks.fullHelp": "You don't necessarily need to destroy those bricks, but you need to hit them. Bricks destroyed by explosions don't count",
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"upgrades.nbricks.help": "Destroy exactly {{lvl}} bricks per puck bounce for +{{lvl}} combo, otherwise it resets",
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"upgrades.nbricks.help": "Hit exactly {{lvl}} bricks per puck bounce for +{{lvl}} combo, otherwise it resets",
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"upgrades.nbricks.name": "Strict sample size",
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"upgrades.one_more_choice.fullHelp": "Every upgrade menu will have one more option. Doesn't increase the number of upgrades you can pick.",
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"upgrades.one_more_choice.help": "Further level ups will offer {{lvl}} more option(s) in the list",
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@ -219,7 +219,7 @@
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"upgrades.multiball.help": "Chaque niveau commence avec {{count}} balles.",
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"upgrades.multiball.name": "+1 balle",
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"upgrades.nbricks.fullHelp": "Si votre balle rebondis sans casser une brique, ça compte quand même comme une frappe. Les briques détruites par des explosions ne comptent pas.",
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"upgrades.nbricks.help": "Détruisez exactement {{lvl}} briques par rebond pour +{{lvl}} combo, sinon RAZ",
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"upgrades.nbricks.help": "Frappez exactement {{lvl}} briques par rebond pour +{{lvl}} combo, sinon RAZ",
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"upgrades.nbricks.name": "Prélèvement",
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"upgrades.one_more_choice.fullHelp": "Chaque menu d'amélioration comportera une option supplémentaire. Cela n'augmente pas le nombre d'améliorations que vous pouvez choisir, mais vous aide à créer le profile idéal. ",
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"upgrades.one_more_choice.help": "Les niveaux suivants offriront {{lvl}} option(s) supplémentaire(s) dans la liste d'améliorations.",
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@ -5,6 +5,7 @@ import {
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// countBricksAbove,
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// countBricksBelow,
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currentLevelInfo,
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isMovingWhilePassiveIncome,
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isPickyEatingPossible,
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isTelekinesisActive,
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isYoyoActive,
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@ -542,13 +543,7 @@ export function renderAllBricks() {
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const redBorderOnBricksWithWrongColor =
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hasCombo && gameState.perks.picky_eater && isPickyEatingPossible(gameState);
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const redColorOnAllBricks = !!(
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gameState.lastPuckMove &&
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gameState.perks.passive_income &&
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hasCombo &&
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gameState.lastPuckMove >
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gameState.levelTime - 250 * gameState.perks.passive_income
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);
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const redColorOnAllBricks = hasCombo && isMovingWhilePassiveIncome(gameState);
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const redRowReach = reachRedRowIndex(gameState);
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