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
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@@ -351,7 +351,7 @@ const powerUps = {
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simulation.paused = true;
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document.getElementById("choose-grid").style.opacity = "1"
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}
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document.getElementById("choose-grid").style.transitionDuration = "0.25s"; //how long is the fade in on
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document.getElementById("choose-grid").style.transitionDuration = "0.5s"; //how long is the fade in on
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document.getElementById("choose-grid").style.visibility = "visible"
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requestAnimationFrame(() => {
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@@ -429,7 +429,7 @@ const powerUps = {
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return 13;
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},
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effect() {
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m.couplingChange(0.1)
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m.couplingChange(1)
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},
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// spawnDelay(num) {
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// let count = num
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@@ -1069,7 +1069,6 @@ const powerUps = {
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for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
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}
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}
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function removeOption(index) {
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for (let i = options.length - 1; i > -1; i--) {
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if (index === options[i]) {
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@@ -1321,24 +1320,10 @@ const powerUps = {
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tech.isFlipFlopOn = false
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if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = 'transparent'
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if (tech.isFlipFlopCoupling) {
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m.couplingChange(-5)
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for (let i = 0; i < mob.length; i++) {
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if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
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}
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spawn.WIMP()
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mob[mob.length - 1].isDecoupling = true //so you can find it to remove
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}
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} else {
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tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
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if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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if (tech.isFlipFlopCoupling) {
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m.couplingChange(5)
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for (let i = 0; i < mob.length; i++) {
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if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
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}
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}
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}
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if (tech.isRelayEnergy) m.setMaxEnergy();
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}
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