grapple stuff
grappling hook - small quality of life improvements about 30% larger, and a new shape (does more damage as a result) continues past mobs after hitting them instead of retracting pulls faster even at close range sticks into walls more reliably returns to you when you let go of fire, even when stuck loses ammo less often drains energy as it pulls JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote) JUNK tech: harvest - convert all the mobs on this level into ammo pause menu stats are a bit different
This commit is contained in:
42
js/mob.js
42
js/mob.js
@@ -803,27 +803,27 @@ const mobs = {
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}
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}
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},
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invulnerability() {
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if (this.isInvulnerable) {
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if (this.invulnerabilityCountDown > 0) {
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this.invulnerabilityCountDown--
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//graphics //draw a super shield?
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ctx.beginPath();
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let vertices = this.vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.lineWidth = 20;
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// ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
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// ctx.fill();
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ctx.strokeStyle = "rgba(255,255,255,0.4)";
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ctx.stroke();
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} else {
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this.isInvulnerable = false
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this.damageReduction = this.startingDamageReduction
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}
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}
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},
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// invulnerability() {
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// if (this.isInvulnerable) {
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// if (this.invulnerabilityCountDown > 0) {
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// this.invulnerabilityCountDown--
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// //graphics //draw a super shield?
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// ctx.beginPath();
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// let vertices = this.vertices;
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// ctx.moveTo(vertices[0].x, vertices[0].y);
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// for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
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// ctx.lineTo(vertices[0].x, vertices[0].y);
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// ctx.lineWidth = 20;
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// // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
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// // ctx.fill();
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// ctx.strokeStyle = "rgba(255,255,255,0.4)";
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// ctx.stroke();
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// } else {
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// this.isInvulnerable = false
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// this.damageReduction = this.startingDamageReduction
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// }
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// }
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// },
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grow() {
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if (this.seePlayer.recall) {
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if (this.radius < 80) {
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