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:
landgreen
2020-11-25 05:00:09 -08:00
parent 313a9f861f
commit 0c319d3049
7 changed files with 82 additions and 49 deletions

View File

@@ -135,6 +135,11 @@ const mech = {
transY: 0,
history: [], //tracks the last second of player position
move() {
mech.pos.x = player.position.x;
mech.pos.y = playerBody.position.y - mech.yOff;
mech.Vx = player.velocity.x;
mech.Vy = player.velocity.y;
//tracks the last second of player information
// console.log(mech.history)
mech.history.splice(mech.cycle % 300, 1, {
@@ -152,11 +157,6 @@ const mech = {
});
// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
// historyIndex = (mech.cycle - back) % 60
mech.pos.x = player.position.x;
mech.pos.y = playerBody.position.y - mech.yOff;
mech.Vx = player.velocity.x;
mech.Vy = player.velocity.y;
},
transSmoothX: 0,
transSmoothY: 0,
@@ -459,6 +459,7 @@ const mech = {
harmReduction() {
let dmg = 1
dmg *= mech.fieldHarmReduction
if (mod.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.018, 0.5)
if (mod.isSlowFPS) dmg *= 0.85
if (mod.isPiezo) dmg *= 0.85
if (mod.isHarmReduce && mech.fieldUpgrades[mech.fieldMode].name === "negative mass field" && mech.isFieldActive) dmg *= 0.6
@@ -1768,13 +1769,13 @@ const mech = {
},
{
name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
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>",
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>",
effect: () => {
mech.fieldFire = true;
mech.fieldMeterColor = "#fff";
mech.fieldPhase = 0;
mech.isCloak = false
mech.fieldDamage = 1.66
mech.fieldDamage = 2.11 // 1 + 111/100
mech.fieldDrawRadius = 0
const drawRadius = 1000