Add: bronze, silver hammer
This commit is contained in:
@@ -44,10 +44,22 @@ Hammer.prototype.showParticle = function() {
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particleScale = 2;
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break;
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case Hammer.TYPE_BRONZE:
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particleCount = Hammer.SCORE_BRONZE;
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particleTint = Hammer.COLOR_BRONZE;
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particleScale = 1;
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break;
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case Hammer.TYPE_SILVER:
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particleCount = Hammer.SCORE_SILVER;
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particleTint = Hammer.COLOR_SILVER;
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particleScale = 0.8;
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break;
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case Hammer.TYPE_GOLD:
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particleCount = Hammer.SCORE_GOLD;
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particleTint = Hammer.COLOR_GOLD;
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particleScale = 1;
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particleScale = 0.5;
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break;
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}
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@@ -84,6 +96,10 @@ Hammer.prototype.cleanHit = function() {
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if(this.hammerType == Hammer.TYPE_PPYONG)
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this.changeType(Hammer.TYPE_WOOD);
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else if(this.hammerType == Hammer.TYPE_WOOD)
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this.changeType(Hammer.TYPE_BRONZE);
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else if(this.hammerType == Hammer.TYPE_BRONZE)
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this.changeType(Hammer.TYPE_SILVER);
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else if(this.hammerType == Hammer.TYPE_SILVER)
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this.changeType(Hammer.TYPE_GOLD);
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}
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@@ -101,6 +117,18 @@ Hammer.prototype.changeType = function(hammerType) {
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this.hammer.loadTexture("hammer_wood");
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break;
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case Hammer.TYPE_BRONZE:
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this.hammerType = Hammer.TYPE_BRONZE;
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this.upgradeCountdown = Hammer.UPGRADE_COUNT_BRONZE;
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this.hammer.loadTexture("hammer_bronze");
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break;
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case Hammer.TYPE_SILVER:
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this.hammerType = Hammer.TYPE_SILVER;
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this.upgradeCountdown = Hammer.UPGRADE_COUNT_SILVER;
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this.hammer.loadTexture("hammer_silver");
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break;
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case Hammer.TYPE_GOLD:
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this.hammerType = Hammer.TYPE_GOLD;
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this.upgradeCountdown = Hammer.UPGRADE_COUNT_GOLD;
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@@ -125,6 +153,14 @@ Hammer.prototype.getScore = function(hammerType) {
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score = Hammer.SCORE_WOOD;
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break;
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case Hammer.TYPE_BRONZE:
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score = Hammer.SCORE_BRONZE;
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break;
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case Hammer.TYPE_SILVER:
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score = Hammer.SCORE_SILVER;
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break;
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case Hammer.TYPE_GOLD:
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score = Hammer.SCORE_GOLD;
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break;
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@@ -133,21 +169,37 @@ Hammer.prototype.getScore = function(hammerType) {
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return score;
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}
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Hammer.loadResources = function() {
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game.load.image('hammer_ppyong', '../../../resources/image/weapon/hammer_ppyong.png');
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game.load.image('hammer_wood', '../../../resources/image/weapon/hammer_wood.png');
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game.load.image('hammer_bronze', '../../../resources/image/weapon/hammer_bronze.png');
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game.load.image('hammer_silver', '../../../resources/image/weapon/hammer_silver.png');
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game.load.image('hammer_gold', '../../../resources/image/weapon/hammer_gold.png');
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}
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Hammer.TYPE_PPYONG = 1;
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Hammer.TYPE_WOOD = 2;
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Hammer.TYPE_GOLD = 3;
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Hammer.TYPE_BRONZE = 3;
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Hammer.TYPE_SILVER = 4;
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Hammer.TYPE_GOLD = 5;
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Hammer.UPGRADE_COUNT_PPYONG = 10;
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Hammer.UPGRADE_COUNT_WOOD = 20;
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Hammer.UPGRADE_COUNT_GOLD = 30;
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Hammer.UPGRADE_COUNT_PPYONG = 5;
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Hammer.UPGRADE_COUNT_WOOD = 10;
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Hammer.UPGRADE_COUNT_BRONZE = 15;
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Hammer.UPGRADE_COUNT_SILVER = 20;
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Hammer.UPGRADE_COUNT_GOLD = 25;
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Hammer.SCORE_PPYONG = 1;
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Hammer.SCORE_WOOD = 3;
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Hammer.SCORE_GOLD = 7;
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Hammer.SCORE_BRONZE = 5;
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Hammer.SCORE_SILVER = 7;
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Hammer.SCORE_GOLD = 9;
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Hammer.COLOR_PPYONG = 0x6633FF;
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Hammer.COLOR_WOOD = 0xFF0066;
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Hammer.COLOR_GOLD = 0xFFdd66;
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Hammer.COLOR_BRONZE = 0xcd7f32;
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Hammer.COLOR_SILVER = 0xC0C0C0;
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Hammer.COLOR_GOLD = 0xFFd700;
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Hammer.OFFSET_SCORE_POS_Y = 100;
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@@ -49,6 +49,14 @@ Helmet.prototype.change = function(type) {
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this.helmet.tint = Hammer.COLOR_WOOD;
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break;
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case Helmet.TYPE_BRONZE:
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this.helmet.tint = Hammer.COLOR_BRONZE;
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break;
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case Helmet.TYPE_SILVER:
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this.helmet.tint = Hammer.COLOR_SILVER;
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break;
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case Helmet.TYPE_GOLD:
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this.helmet.tint = Hammer.COLOR_GOLD;
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break;
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@@ -66,7 +74,9 @@ Helmet.prototype.dropDownTween = function(drowpDownHeight) {
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Helmet.TYPE_PPYONG = 1;
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Helmet.TYPE_WOOD = 2;
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Helmet.TYPE_GOLD = 3;
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Helmet.TYPE_BRONZE = 3;
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Helmet.TYPE_SILVER = 4;
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Helmet.TYPE_GOLD = 5;
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Helmet.START_POS_Y = 200;
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Helmet.SHOW_UP_HEIGHT = 100;
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@@ -31,12 +31,9 @@ var Loading = {
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game.load.image('star', '../../../resources/image/ui/star_particle.png');
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game.load.image('helmet', '../../../resources/image/weapon/helmet.png');
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game.load.image('hammer_ppyong', '../../../resources/image/weapon/hammer_ppyong.png');
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game.load.image('hammer_wood', '../../../resources/image/weapon/hammer_wood.png');
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game.load.image('hammer_gold', '../../../resources/image/weapon/hammer_gold.png');
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Hammer.loadResources();
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game.load.image('helmet', '../../../resources/image/weapon/helmet.png');
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game.load.image('mole_grey', '../../../resources/image/character/mole_grey.png');
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game.load.image('mole_grey_small', '../../../resources/image/character/mole_grey_32x32.png');
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game.load.image('mole_peach', '../../../resources/image/character/mole_peach.png');
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@@ -79,6 +79,14 @@ BigMole.prototype.changeHelmetColor = function(hammerType) {
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this.helmet.getSprite().tint = Hammer.COLOR_WOOD;
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break;
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case Hammer.TYPE_BRONZE:
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this.helmet.getSprite().tint = Hammer.COLOR_BRONZE;
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break;
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case Hammer.TYPE_SILVER:
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this.helmet.getSprite().tint = Hammer.COLOR_SILVER;
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break;
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case Hammer.TYPE_GOLD:
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this.helmet.getSprite().tint = Hammer.COLOR_GOLD;
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break;
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@@ -21,4 +21,6 @@ INSERT INTO `active_app` (`ActiveAppID`, `MaestroID`, `AppID`) VALUES
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(18, 1, 21),
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(19, 1, 30),
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(20, 1, 31),
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(21, 1, 40);
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(21, 1, 40);
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(22, 1, 50),
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(23, 1, 51);
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