mod- shotgun immuity

This commit is contained in:
landgreen
2020-02-25 05:57:29 -08:00
parent c6c447ec47
commit 0148b1d272
6 changed files with 48 additions and 23 deletions

View File

@@ -208,7 +208,7 @@ const mech = {
mech.hardLandCD = mech.cycle + Math.min(momentum / 6.5 - 6, 40)
// if (b.isModStompPauli) {
// mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
// mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
// }
if (b.isModStomp) {
const len = Math.min(25, (momentum - 120) * 0.1)
@@ -456,7 +456,7 @@ const mech = {
mech.displayHealth();
},
defaultFPSCycle: 0, //tracks when to return to normal fps
collisionImmune: 0, //used in engine
collisionImmuneCycle: 0, //used in engine
damage(dmg) {
if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) {
@@ -468,7 +468,7 @@ const mech = {
if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
b.isModDeathAvoidOnCD = true;
mech.health += dmg //undo the damage
mech.collisionImmune = mech.cycle + 30 //disable this.collisionImmune bonus seconds
mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.02)";
@@ -617,13 +617,13 @@ const mech = {
mech.knee.y = (l / d) * (mech.foot.y - mech.hip.y) + (h / d) * (mech.foot.x - mech.hip.x) + mech.hip.y;
},
draw() {
// mech.fillColor = (mech.collisionImmune < mech.cycle) ? "#fff" : "rgba(255,255,255,0.1)" //"#cff"
// mech.fillColor = (mech.collisionImmuneCycle < mech.cycle) ? "#fff" : "rgba(255,255,255,0.1)" //"#cff"
ctx.fillStyle = mech.fillColor;
mech.walk_cycle += mech.flipLegs * mech.Vx;
//draw body
ctx.save();
ctx.globalAlpha = (mech.collisionImmune < mech.cycle) ? 1 : 0.7
ctx.globalAlpha = (mech.collisionImmuneCycle < mech.cycle) ? 1 : 0.7
ctx.translate(mech.pos.x, mech.pos.y);
mech.calcLeg(Math.PI, -3);
mech.drawLeg("#4a4a4a");