Fix: clearedWordCountForNextLevel bug
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@@ -266,7 +266,7 @@ FlyingSaucer.prototype.explode = function(inputText) {
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this.explodeEmitter.y = this.y;
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this.explodeEmitter.start(true, 1000, null, 100);
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var randomDelayTime = Phaser.Timer.SECOND + Math.random() * Phaser.Timer.SECOND;
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var randomDelayTime = Phaser.Timer.SECOND / 2 + Math.random() * Phaser.Timer.SECOND * 3;
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this.timerEvent = game.time.events.add(randomDelayTime, this.startAttack, this);
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}
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@@ -1,7 +1,7 @@
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function GameLevelManager() {
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this.wordLevel = 0;
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this.clearedWordCountForLevel = [0, 0, 0, 0, 0];
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this.clearedWordCountForLevel = [0, 0, 0, 0, 0, 0];
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this.difficultyForLevelList = [];
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for(var i = 0; i < GameLevelManager.MAX_WORD_LEVEL; i++)
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@@ -24,27 +24,27 @@ GameLevelManager.prototype.getStandardScore = function(wordLevel, speed) {
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GameLevelManager.prototype.clearWord = function(wordLevel, landingRatio) {
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// console.log("====");
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// for(var i = 0; i < this.difficultyForLevelList.length; i++) {
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// for(var i = 0; i < GameLevelManager.MAX_WORD_LEVEL; i++) {
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// console.log("difficultyForLevelList[" + i + "] : " + this.difficultyForLevelList[i]);
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// }
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console.log("wordLevel : " + wordLevel);
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console.log("landingRatio : " + landingRatio);
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// console.log("wordLevel : " + wordLevel);
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// console.log("landingRatio : " + landingRatio);
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this.increaseClearedWordCountForLevel(wordLevel);
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if(this.wordLevel == GameLevelManager.MAX_WORD_LEVEL) {
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console.log("*** no more higher word level");
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// console.log("*** no more higher word level");
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return;
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}
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if(wordLevel < this.wordLevel) {
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console.log("*** already goNextLevel");
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// console.log("*** already goNextLevel");
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return;
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}
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if(landingRatio < GameLevelManager.LEVEL_UP_LANDING_RATIO) {
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console.log("*** not enough ratio");
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// console.log("*** not enough ratio");
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return;
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}
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@@ -55,13 +55,13 @@ GameLevelManager.prototype.increaseClearedWordCountForLevel = function(wordLevel
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this.clearedWordCountForLevel[wordLevel] += 1;
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// console.log("====");
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// for(var i = 0; i < this.clearedWordCountForLevel.length; i++) {
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// for(var i = 0; i < GameLevelManager.MAX_WORD_LEVEL; i++) {
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// console.log("clearedWordCountForLevel[" + i + "] : " + this.clearedWordCountForLevel[i]);
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// }
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var difficulty = this.difficultyForLevelList[wordLevel];
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var clearedWordCount = this.clearedWordCountForLevel[wordLevel];
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var clearedWordCountForNextLevel = GameLevelManager.CLEARED_WORD_COUNT_FOR_NEXT_LEVEL[difficulty];
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var clearedWordCountForNextLevel = GameLevelManager.CLEARED_WORD_COUNT_FOR_NEXT_LEVEL[wordLevel];
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// console.log("=============");
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// console.log("difficulty : " + difficulty);
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@@ -72,13 +72,13 @@ GameLevelManager.prototype.increaseClearedWordCountForLevel = function(wordLevel
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&& clearedWordCount >= clearedWordCountForNextLevel) {
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this.difficultyForLevelList[wordLevel] = ExtractWordManager.DIFFICULTY_HARD;
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console.log("level[" + wordLevel + "] : difficulty -> HARD");
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// console.log("level[" + wordLevel + "] : difficulty -> HARD");
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}
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}
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GameLevelManager.prototype.goNextWordLevel = function() {
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this.wordLevel++;
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console.log("goNextWordLevel to " + this.wordLevel);
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// console.log("goNextWordLevel to " + this.wordLevel);
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}
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@@ -87,7 +87,7 @@ GameLevelManager.WARNING_LANDING_RATIO = 0.1;
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GameLevelManager.MAX_WORD_LEVEL = 6;
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GameLevelManager.CLEARED_WORD_COUNT_FOR_NEXT_LEVEL = [5, 6, 7, 8, 9, 10];
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GameLevelManager.CLEARED_WORD_COUNT_FOR_NEXT_LEVEL = [15, 12, 10, 9, 8, 7];
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GameLevelManager.KOREAN_WORD_LENGTH = [2, 3];
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GameLevelManager.ENGLISH_WORD_LENGTH = [3, 6];;
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// GameLevelManager.KOREAN_WORD_LENGTH = [2, 3];
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// GameLevelManager.ENGLISH_WORD_LENGTH = [3, 6];;
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