sell text
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parent
700adb228c
commit
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31
index.js
31
index.js
@ -26,6 +26,7 @@ window.onload = function () {
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enemies: [],
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towers: [],
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particles: [],
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selltext: [],
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map: null,
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health: 100,
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money: 100,
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@ -448,6 +449,19 @@ window.onload = function () {
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}
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}
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function tickSellText () {
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for (let i in Game.selltext) {
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let txt = Game.selltext[i]
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txt.tick++
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txt.tick %= 30
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if (txt.tick === 0) {
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Game.selltext.splice(i, 1)
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}
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txt.y -= 0.05
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}
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}
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// Total enemy spawn count is used to determine that the round is over
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// Local (in-function) determines how many there are left to spawn as ordered by the function call
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function addEnemies (cnt, type) {
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@ -537,7 +551,14 @@ window.onload = function () {
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function sellTower (x, y) {
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var tower = getTowerAt(x, y)
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if(tower) {
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Game.money += tower.cost * Game.sellRatio
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let amount = tower.cost * Game.sellRatio
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Game.money += amount
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Game.selltext.push({
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x: x,
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y: y,
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amount: amount,
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tick: 0
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})
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return Game.towers.splice(Game.towers.indexOf(tower), 1)
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}else{
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return null
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@ -554,6 +575,7 @@ window.onload = function () {
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tickTowers()
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updateEnemyMovements()
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tickParticles()
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tickSellText()
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for (let i in Components) {
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let btn = Components[i]
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@ -660,6 +682,13 @@ window.onload = function () {
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}
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}
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for (let i in Game.selltext) {
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let txt = Game.selltext[i]
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ctx.font = '12px Helvetica'
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ctx.fillStyle = '#0f0'
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ctx.fillText('+ $' + txt.amount, txt.x * mt, txt.y * mt)
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}
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ctx.fillStyle = '#996633'
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ctx.fillRect(640, 0, 240, 640)
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