can fire while some fields are active

This commit is contained in:
landgreen
2019-10-24 06:41:33 -07:00
parent 22b2f87a75
commit 1a419cef32
4 changed files with 16 additions and 16 deletions

View File

@@ -480,6 +480,7 @@ const mech = {
fieldMeter: 0,
fieldRegen: 0,
fieldMode: 0,
fieldFire: false,
holdingMassScale: 0,
throwChargeRate: 0,
throwChargeMax: 0,
@@ -495,6 +496,7 @@ const mech = {
setHoldDefaults() {
this.fieldMeter = 1;
this.fieldRegen = 0.001;
this.fieldFire = false;
this.fieldCDcycle = 0;
this.isStealth = false;
player.collisionFilter.mask = 0x010011 //0x010011 is normal
@@ -877,8 +879,9 @@ const mech = {
},
() => {
mech.fieldMode = 1;
game.makeTextLog("<strong style='font-size:30px;'>Time Dilation Field</strong><br> (right mouse or space bar)<p> stop time while field is active</p>", 1200);
game.makeTextLog("<strong style='font-size:30px;'>Time Dilation Field</strong><br> (right mouse or space bar)<p> stop time while field is active<br> can fire while field is active</p>", 1200);
mech.setHoldDefaults();
mech.fieldFire = true;
mech.grabRange = 130
mech.isBodiesAsleep = false;
mech.hold = function () {
@@ -888,7 +891,7 @@ const mech = {
mech.holding();
mech.throw();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
const DRAIN = 0.0015
const DRAIN = 0.0022
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
@@ -993,9 +996,10 @@ const mech = {
},
() => {
mech.fieldMode = 3;
game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (right mouse or space bar)<p> field nullifies gravity<br> player can hold more massive objects</p>", 1200);
game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (right mouse or space bar)<p> field nullifies gravity<br> player can hold more massive objects<br>can fire while field is active</p>", 1200);
//<br> <span style='color:#a00;'>decreased</span> field shielding efficiency
mech.setHoldDefaults();
mech.fieldFire = true;
mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
mech.fieldShieldingScale = 2;
// mech.fieldArc = 1; //field covers full 360 degrees
@@ -1083,7 +1087,7 @@ const mech = {
game.makeTextLog("<strong style='font-size:30px;'>Standing Wave Harmonics</strong><br> (right mouse or space bar) <p>oscillating shields always surround player<br> <span style='color:#a00;'>decreased</span> field regeneration</p>", 1200);
mech.setHoldDefaults();
// mech.fieldShieldingScale = 0.5;
mech.fieldRegen *= 0.33;
mech.fieldRegen *= 0.2;
mech.hold = function () {
if (mech.isHolding) {