textlog overlap
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@@ -11,7 +11,7 @@ const powerUps = {
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let heal = (this.size / 40) ** 2
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heal = Math.min(1 - mech.health, heal)
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mech.addHealth(heal);
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if (!game.lastLogTime && heal > 0) game.makeTextLog("<span style='font-size:115%;'> <strong class='color-h' style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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if (heal > 0) game.makeTextLog("<span style='font-size:115%;'> <strong class='color-h' style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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}
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},
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ammo: {
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@@ -47,7 +47,7 @@ const powerUps = {
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const ammo = Math.ceil((target.ammoPack * (0.5 + 0.08 * Math.random())) / b.dmgScale);
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target.ammo += ammo;
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game.updateGunHUD();
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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}
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}
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},
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@@ -92,7 +92,9 @@ const powerUps = {
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if (options.length > 0) {
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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game.replaceTextLog = true;
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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game.replaceTextLog = false;
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}
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}
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},
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@@ -113,6 +115,7 @@ const powerUps = {
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}
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}
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//give player a gun they don't already have if possible
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game.replaceTextLog = true;
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if (options.length > 0) {
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let newGun = options[Math.floor(Math.random() * options.length)];
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if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
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@@ -129,6 +132,7 @@ const powerUps = {
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game.updateGunHUD();
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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}
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game.replaceTextLog = false
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}
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},
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spawnRandomPowerUp(x, y) { //mostly used after mob dies
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