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

@@ -306,7 +306,7 @@ const simulation = {
}
simulation.boldActiveGunHUD();
},
updateModHUD() {
updateTechHUD() {
let text = ""
for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
if (tech.tech[i].isLost) {
@@ -515,7 +515,7 @@ const simulation = {
b.removeAllGuns();
simulation.isNoPowerUps = false;
tech.setupAllMods(); //sets tech to default values
tech.setupAllTech(); //sets tech to default values
tech.laserBotCount = 0;
tech.orbitBotCount = 0;
tech.nailBotCount = 0;
@@ -524,7 +524,7 @@ const simulation = {
tech.plasmaBotCount = 0;
b.setFireCD();
simulation.updateModHUD();
simulation.updateTechHUD();
powerUps.totalPowerUps = 0;
powerUps.reroll.rerolls = 0;
mech.setFillColors();
@@ -650,7 +650,7 @@ const simulation = {
if (tech.isEndLevelPowerUp) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "tech") {
tech.giveMod()
tech.giveTech()
} else if (powerUp[i].name === "gun") {
if (!tech.isOneGun) b.giveGuns("random")
} else if (powerUp[i].name === "field") {