drone rework, reroll mods

anthropic principle - now consumes 1 rerolls, and heals player to 50% health instead of letting them die
many worlds - 66% chance for rerolls
quantum immortality - also gives 3 rerolls
mod drones - Brushless Motor: drones move faster
mod drones - redundant systems: removed
choices in power up selection should no longer repeat the previous choices when possible
This commit is contained in:
landgreen
2020-05-16 09:46:43 -07:00
parent 30518de6cb
commit 0ff8021ea8
8 changed files with 215 additions and 172 deletions

View File

@@ -373,7 +373,7 @@ const mobs = {
ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
// ctx.lineDashOffset = 6*(game.cycle % 215);
if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
if (mech.collisionImmuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
if (mech.immuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
if (mech.energy > 0.1) mech.energy -= 0.003
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
@@ -461,13 +461,15 @@ const mobs = {
if (!mech.isStealth) vertexCollision(this.position, look, [player]);
// hitting player
if (best.who === player) {
if (mech.collisionImmuneCycle < mech.cycle) dmg = 0.0012 * game.dmgScale;
mech.damage(dmg);
//draw damage
ctx.fillStyle = "#f00";
ctx.beginPath();
ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
ctx.fill();
if (mech.immuneCycle < mech.cycle) {
const dmg = 0.0012 * game.dmgScale;
mech.damage(dmg);
//draw damage
ctx.fillStyle = "#f00";
ctx.beginPath();
ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
ctx.fill();
}
}
//draw beam
if (best.dist2 === Infinity) {