pause menu on selection
you can see your build while in the power up selection menu balance - metamaterial cloaking field gives 111% more damage (up from 66%) mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi) mod: Newton's 2nd law - damage increase while moving fast
This commit is contained in:
15
js/player.js
15
js/player.js
@@ -135,6 +135,11 @@ const mech = {
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transY: 0,
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history: [], //tracks the last second of player position
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move() {
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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mech.Vx = player.velocity.x;
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mech.Vy = player.velocity.y;
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//tracks the last second of player information
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// console.log(mech.history)
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mech.history.splice(mech.cycle % 300, 1, {
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@@ -152,11 +157,6 @@ const mech = {
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});
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// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
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// historyIndex = (mech.cycle - back) % 60
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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mech.Vx = player.velocity.x;
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mech.Vy = player.velocity.y;
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},
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transSmoothX: 0,
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transSmoothY: 0,
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@@ -459,6 +459,7 @@ const mech = {
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harmReduction() {
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let dmg = 1
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dmg *= mech.fieldHarmReduction
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if (mod.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.018, 0.5)
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if (mod.isSlowFPS) dmg *= 0.85
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if (mod.isPiezo) dmg *= 0.85
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if (mod.isHarmReduce && mech.fieldUpgrades[mech.fieldMode].name === "negative mass field" && mech.isFieldActive) dmg *= 0.6
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@@ -1768,13 +1769,13 @@ const mech = {
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},
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{
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name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>66%</strong>",
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>111%</strong>",
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effect: () => {
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mech.fieldFire = true;
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mech.fieldMeterColor = "#fff";
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mech.fieldPhase = 0;
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mech.isCloak = false
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mech.fieldDamage = 1.66
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mech.fieldDamage = 2.11 // 1 + 111/100
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mech.fieldDrawRadius = 0
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const drawRadius = 1000
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