diff --git a/js/player.js b/js/player.js
index e192a6a..cca6142 100644
--- a/js/player.js
+++ b/js/player.js
@@ -497,6 +497,7 @@ const mech = {
this.fieldRegen = 0.0015;
this.fieldCDcycle = 0;
this.isStealth = false;
+ player.collisionFilter.mask = 0x010011 //0x010011 is normal
this.holdingMassScale = 0.5;
this.throwChargeRate = 2;
this.throwChargeMax = 50;
@@ -873,9 +874,6 @@ const mech = {
ctx.arc(mech.pos.x, mech.pos.y + 15, mech.grabRange, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,255,255," + (0.5 + 0.17 * Math.random()) + ")";
ctx.fill();
- ctx.strokeStyle = "#000"
- ctx.lineWidth = 2;
- ctx.stroke();
function slow(who, friction = 0) {
for (let i = 0, len = who.length; i < len; ++i) {
@@ -1127,10 +1125,10 @@ const mech = {
},
() => {
mech.fieldMode = 6;
- game.makeTextLog("Dimensional Phasing
(right mouse or space bar)
player can pass through enemies while field is active.
player is invisible while field is active.
phase through enemies while field is active
can't see or be seen outside field while field is active