text aliases for adding powerups
text aliases for adding powerups phase field deaggros more cleanly working on ground stomp
This commit is contained in:
27
js/player.js
27
js/player.js
@@ -206,7 +206,12 @@ const mech = {
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mech.yOff = mech.yOffWhen.jump;
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mech.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
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if (game.isBodyDamage && player.velocity.y > 26 && momentum > 165 * b.modSquirrelFx) { //falling damage
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if (b.isModStomp) {
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// const len = Math.min(10, momentum * 0.03)
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// for (let i = 0; i < 10; i++) {
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// b.spore(player) //spawn drone
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// }
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} else if (game.isBodyDamage && player.velocity.y > 26 && momentum > 165 * b.modSquirrelFx) { //falling damage
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let dmg = Math.sqrt(momentum - 165) * 0.01
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dmg = Math.min(Math.max(dmg, 0.02), 0.20);
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mech.damage(dmg);
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@@ -268,7 +273,6 @@ const mech = {
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y: player.velocity.y * stoppingFriction
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});
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}
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} else { // in air **********************************
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//check for short jumps
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if (
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@@ -288,6 +292,15 @@ const mech = {
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} else if (keys[68] || keys[39]) {
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if (player.velocity.x < limit) player.force.x += mech.FxAir; //move player right / d
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}
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// if ((keys[83] || keys[40])) { //ground stomp when pressing down
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// player.force.y += 0.1;
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// if (player.velocity.y > 50) {
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// Matter.Body.setVelocity(player, {
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// x: 0,
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// y: 50
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// });
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// }
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// }
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}
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//smoothly move leg height towards height goal
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@@ -1069,6 +1082,12 @@ const mech = {
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},
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hold() {},
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setField(index) {
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if (isNaN(index)) { //find index by name
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for (let i = 0; i < mech.fieldUpgrades.length; i++) {
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if (index === mech.fieldUpgrades[i].name) index = i
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}
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}
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mech.fieldMode = index;
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document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name
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mech.setHoldDefaults();
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@@ -1494,7 +1513,7 @@ const mech = {
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effect: () => {
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// mech.grabRange = 230
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mech.hold = function () {
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mech.isStealth = false //isStealth is checked in mob foundPlayer()
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mech.isStealth = false //isStealth disables most uses of foundPlayer()
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player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
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if (mech.isHolding) {
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mech.drawHold(mech.holdingTarget);
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@@ -1505,7 +1524,7 @@ const mech = {
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if (mech.fieldMeter > DRAIN) {
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mech.fieldMeter -= DRAIN;
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mech.isStealth = true //isStealth is checked in mob foundPlayer()
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mech.isStealth = true //isStealth disables most uses of foundPlayer()
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player.collisionFilter.mask = cat.map
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ctx.beginPath();
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