bug fixes and mod -> tech renaming

This commit is contained in:
landgreen
2020-12-26 08:54:16 -08:00
parent 0e9d2bcc30
commit 0d70e3918d
10 changed files with 217 additions and 241 deletions

View File

@@ -15,8 +15,8 @@ const powerUps = {
mech.setField(index)
simulation.makeTextLog(`<span class='color-var'>mech</span>.setField("<span class='color-text'>${mech.fieldUpgrades[mech.fieldMode].name}</span>")`);
} else if (type === "tech") {
tech.giveMod(index)
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveMod("<span class='color-text'>${tech.tech[index].name}</span>")`);
tech.giveTech(index)
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
}
powerUps.endDraft(type);
},
@@ -313,14 +313,14 @@ const powerUps = {
const choose = options[Math.floor(Math.random() * options.length)]
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
if (tech.tech[choose].isFieldMod) {
if (tech.tech[choose].isFieldTech) {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
<span style="position:relative;">
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
</span>
&nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].description}</div></div>`
} else if (tech.tech[choose].isGunMod) {
} else if (tech.tech[choose].isGunTech) {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
<span style="position:relative;">
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
@@ -373,7 +373,7 @@ const powerUps = {
} else {
if (tech.isBanish) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === "erase") powerUps.ejectMod(i)
if (tech.tech[i].name === "erase") powerUps.ejectTech(i)
}
simulation.makeTextLog(`No <strong class='color-m'>tech</strong> left<br>erased <strong class='color-m'>tech</strong> have been recovered`)
powerUps.spawn(mech.pos.x, mech.pos.y, "tech");
@@ -589,7 +589,7 @@ const powerUps = {
powerUps.spawnRandomPowerUp(x, y);
}
},
ejectMod(choose = 'random') {
ejectTech(choose = 'random') {
//find which tech you have
if (choose === 'random') {
const have = []
@@ -615,7 +615,7 @@ const powerUps = {
tech.tech[choose].remove();
tech.tech[choose].count = 0;
tech.tech[choose].isLost = true;
simulation.updateModHUD();
simulation.updateTechHUD();
mech.fieldCDcycle = mech.cycle + 30; //disable field so you can't pick up the ejected tech
}
} else {
@@ -630,7 +630,7 @@ const powerUps = {
tech.tech[choose].remove();
tech.tech[choose].count = 0;
tech.tech[choose].isLost = true;
simulation.updateModHUD();
simulation.updateTechHUD();
mech.fieldCDcycle = mech.cycle + 30; //disable field so you can't pick up the ejected tech
}
},