minimal HUD

setting - minimal HUD
  remove: defense bar, damage bar, tech, in game console

improved text clarity on coupling
removed tech decoupling

added cloaking and sneak attack graphics
  also, the 50% defense when cloaked is now clear from the defense bar
ternary 44->83% damage but requires current gun to have ammo/3 (was any gun)
wormhole invariant: uses much less energy to pause time
standing wave has less recoil when blocking

new images
bug fixes
This commit is contained in:
landgreen
2023-04-26 19:36:33 -07:00
parent 1b23dec950
commit 0b728fb02c
25 changed files with 759 additions and 606 deletions

View File

@@ -239,7 +239,7 @@ const mobs = {
deathCount: 0,
mobSpawnWithHealth: 1,
setMobSpawnHealth() {
mobs.mobSpawnWithHealth = 0.88 ** (tech.mobSpawnWithHealth) //+ (m.fieldMode === 0 || m.fieldMode === 7) * m.coupling
mobs.mobSpawnWithHealth = 0.88 ** (tech.mobSpawnWithHealth)
},
//**********************************************************************************************
//**********************************************************************************************
@@ -337,7 +337,7 @@ const mobs = {
},
alwaysSeePlayer() {
if (!m.isCloak) {
this.seePlayer.recall = true;
this.seePlayer.recall = 1;
this.seePlayer.position.x = player.position.x;
this.seePlayer.position.y = player.position.y;
}
@@ -1228,15 +1228,6 @@ const mobs = {
simulation.timePlayerSkip((this.isBoss ? 45 : 25) * tech.deathSkipTime)
simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
}); //wrapping in animation frame prevents errors, probably
// if (tech.isFlipFlopOn) {
// m.rewind(this.isBoss ? 45 : 25)
// } else {
// requestAnimationFrame(() => {
// simulation.timePlayerSkip(this.isBoss ? 45 : 25)
// simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
// }); //wrapping in animation frame prevents errors, probably
// }
}
if (tech.isEnergyLoss) m.energy *= 0.8;
powerUps.spawnRandomPowerUp(this.position.x, this.position.y);