diff --git a/js/bullet.js b/js/bullet.js index 20dd307..b38856c 100644 --- a/js/bullet.js +++ b/js/bullet.js @@ -689,6 +689,7 @@ const b = { mech.fieldCDcycle = mech.cycle + 120; mech.energy = 0; } + mech.isExtruderOn = true const SPEED = 10 const me = bullet.length; const where = Vector.add(mech.pos, player.velocity) @@ -740,9 +741,9 @@ const b = { this.cycle++ const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09) const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3)) - const velocity = Vector.mult(player.velocity, 0.25) //move with player - Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle))) - // Matter.Body.setPosition(this, Vector.add(this.position, wiggle)) + // const velocity = Vector.mult(player.velocity, 0.25) //move with player + // Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle))) + Matter.Body.setPosition(this, Vector.add(this.position, wiggle)) } } }); @@ -755,9 +756,6 @@ const b = { if (180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180) > 0.3) bullet[me].isBranch = true; //don't draw stroke for this bullet b.lastAngle = mech.angle //track last angle for the above angle difference calculation if (!mech.wasExtruderOn) bullet[me].isBranch = true; - mech.isExtruderOn = true - } else { - mech.isExtruderOn = false } }, plasma() { @@ -1338,7 +1336,7 @@ const b = { const THRUST = 0.004 const dir = mech.angle + spread * (Math.random() - 0.5); const RADIUS = 18 - bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, { + bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 4, RADIUS, { angle: dir - Math.PI, inertia: Infinity, friction: 0, diff --git a/js/index.js b/js/index.js index 2569d9d..24f1661 100644 --- a/js/index.js +++ b/js/index.js @@ -212,11 +212,30 @@ const build = { text += `
  ${mech.fieldUpgrades[mech.fieldMode].name}
${mech.fieldUpgrades[mech.fieldMode].description}
` for (let i = 0, len = mod.mods.length; i < len; i++) { if (mod.mods[i].count > 0) { - if (mod.mods[i].count === 1) { - text += `
  ${mod.mods[i].name}
${mod.mods[i].description}
` + const isCount = mod.mods[i].count > 1 ? `(${mod.mods[i].count}x)` : ""; + + if (mod.mods[i].isFieldMod) { + text += `
+ +
+
+
+         ${mod.mods[i].name} ${isCount}
${mod.mods[i].description}
` + } else if (mod.mods[i].isGunMod) { + text += `
+ +
+
+
+         ${mod.mods[i].name} ${isCount}
${mod.mods[i].description}
` } else { - text += `
  ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}
` + text += `
  ${mod.mods[i].name} ${isCount}
${mod.mods[i].description}
` } + // if (mod.mods[i].count === 1) { + // text += `
  ${mod.mods[i].name}
${mod.mods[i].description}
` + // } else { + // text += `
  ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}
` + // } countMods++ } } @@ -281,14 +300,14 @@ const build = { modID.innerHTML = `
-
+
        ${mod.mods[i].name} ${isCount}
${mod.mods[i].description}` } else if (mod.mods[i].isGunMod) { modID.innerHTML = `
-
-
+
+
        ${mod.mods[i].name} ${isCount}
${mod.mods[i].description}` } else { @@ -349,7 +368,6 @@ const build = { for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) { text += `
  ${mech.fieldUpgrades[i].name}
${mech.fieldUpgrades[i].description}
` } - for (let i = 0, len = b.guns.length; i < len; i++) { text += `
  ${b.guns[i].name}
${b.guns[i].description}
` } @@ -360,14 +378,7 @@ const build = { } else if (mod.mods[i].count > 1) { text += `
  ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}
` } else { - - - text += `
  ${mod.mods[i].name}
${mod.mods[i].description}
` - - - - } } } diff --git a/js/level.js b/js/level.js index c7ff0a9..9fc4eb5 100644 --- a/js/level.js +++ b/js/level.js @@ -155,12 +155,12 @@ const level = { spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump // spawn.boost(1500, 0, 900); - spawn.starter(1900, -500, 200) + // spawn.starter(1900, -500, 200) //big boy // spawn.exploder(2900, -500) // spawn.launcherBoss(1200, -500) // spawn.laserTargetingBoss(1600, -400) // spawn.striker(1600, -500) - // spawn.shooter(1700, -120) + spawn.shooter(1700, -120) // spawn.bomberBoss(1400, -500) // spawn.sniper(1800, -120) // spawn.cellBossCulture(1600, -500) diff --git a/js/mods.js b/js/mods.js index d8dde88..9c9617b 100644 --- a/js/mods.js +++ b/js/mods.js @@ -3391,7 +3391,7 @@ const mod = { }, { name: "micro-extruder", - description: "plasma torch ejects a thin hot wire
increases damage, and energy drain", + description: "plasma torch extrudes a thin hot wire
increases damage, and energy drain", isFieldMod: true, maxCount: 1, count: 0, diff --git a/js/player.js b/js/player.js index 6ffbe6f..5f905d9 100644 --- a/js/player.js +++ b/js/player.js @@ -1641,6 +1641,7 @@ const mech = { effect() { mech.fieldMeterColor = "#f0f" mech.hold = function() { + mech.isExtruderOn = false if (mech.isHolding) { mech.drawHold(mech.holdingTarget); mech.holding(); diff --git a/js/powerup.js b/js/powerup.js index 5aac736..14b307c 100644 --- a/js/powerup.js +++ b/js/powerup.js @@ -313,7 +313,27 @@ const powerUps = { if (options.length > 0) { const choose = options[Math.floor(Math.random() * options.length)] - text += `
  ${mod.mods[choose].name}
${mod.mods[choose].description}
` + const isCount = mod.mods[choose].count > 0 ? `(${mod.mods[choose].count+1}x)` : ""; + + if (mod.mods[choose].isFieldMod) { + text += `
+ +
+
+
+         ${mod.mods[choose].name} ${isCount}
${mod.mods[choose].description}
` + } else if (mod.mods[choose].isGunMod) { + text += `
+ +
+
+
+         ${mod.mods[choose].name} ${isCount}
${mod.mods[choose].description}
` + } else { + text += `
  ${mod.mods[choose].name} ${isCount}
${mod.mods[choose].description}
` + } + + // text += `
  ${mod.mods[choose].name}
${mod.mods[choose].description}
` return choose } diff --git a/style.css b/style.css index f3e2516..794a7b5 100644 --- a/style.css +++ b/style.css @@ -593,7 +593,7 @@ em { } .gun { - background: rgb(15, 75, 179); + background: rgb(10, 79, 198); } .heal { diff --git a/todo.txt b/todo.txt index 5fde8f4..d426ffe 100644 --- a/todo.txt +++ b/todo.txt @@ -1,6 +1,8 @@ ******************************************************** NEXT PATCH ******************************************************** +mods for guns and fields have an extra circle in selection menus + ******************************************************** BUGS ******************************************************** entering custom, after dieing makes all mods look white (not disabled) @@ -36,16 +38,8 @@ mod and mob are too similar ******************************************************** TODO ******************************************************** -consider making gun color more blue and less dark - -color/highlight field or gun mods in selection menu (or custom) - to show that they are special - mechanic - Your energy regen is only active when field and gun have not been used for 5 seconds. -divide supercapacitator into 2-3 stacks - smaller effect for stack 1, but overall bigger effect at 3 - be able to open up custom mode in the normal game might need to be rebuilt from scratch while in through testing mode?