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 += ` ${mod.mods[i].description}
`
+ const isCount = mod.mods[i].count > 1 ? `(${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].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 += ``
}
@@ -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].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 += ` ${mod.mods[choose].description}
`
+ const isCount = mod.mods[choose].count > 0 ? `(${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].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?