From 114be654cffaf8df461c9cb5bfd19e3202a0bb69 Mon Sep 17 00:00:00 2001 From: landgreen Date: Tue, 17 Mar 2020 03:47:07 -0700 Subject: [PATCH] fixed time dilation bug --- js/level.js | 2 +- js/player.js | 3 ++- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/js/level.js b/js/level.js index 1131600..ac4bd5f 100644 --- a/js/level.js +++ b/js/level.js @@ -15,7 +15,7 @@ const level = { if (level.levelsCleared === 0) { // level.difficultyIncrease(9) // b.giveGuns("mine") - // mech.setField("phase decoherence field") + // mech.setField("time dilation field") // b.giveMod("irradiated needles"); // b.giveMod("reflective cavity"); diff --git a/js/player.js b/js/player.js index 00780e0..35245a7 100644 --- a/js/player.js +++ b/js/player.js @@ -1102,6 +1102,7 @@ const mech = { }, wakeCheck() { if (mech.isBodiesAsleep) { + console.log('in') mech.isBodiesAsleep = false; function wake(who) { @@ -1284,7 +1285,7 @@ const mech = { mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } mech.drawFieldMeter() - if (mech.fieldMode !== 1) mech.wakeCheck(); //wake up if this is no longer the current field mode, like after a new power up + if (mech.fieldMode !== 2) mech.wakeCheck(); //wake up if this is no longer the current field mode, like after a new power up } } },