getting draft mode buttons and selection menu

This commit is contained in:
landgreen
2019-12-28 04:58:36 -08:00
parent 8115126e08
commit 21bc7046c3
8 changed files with 287 additions and 195 deletions

View File

@@ -1033,21 +1033,17 @@ const mech = {
}
},
hold() {},
fieldText() {
game.replaceTextLog = true;
game.makeTextLog(`${game.SVGrightMouse}<strong style='font-size:30px;'> ${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'></span><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 1000);
game.replaceTextLog = false;
document.getElementById("field").innerHTML = mech.fieldUpgrades[mech.fieldMode].name //add field
setField(index) {
mech.fieldMode = index;
document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name
mech.setHoldDefaults();
mech.fieldUpgrades[index].effect();
},
fieldUpgrades: [{
name: "field emitter",
description: "use <strong class='color-f'>energy</strong> to <strong>shield</strong> yourself from <strong class='color-d'>damage</strong><br>lets you <strong>pick up</strong> and <strong>throw</strong> objects",
effect: () => {
mech.fieldMode = 0;
mech.fieldText();
game.replaceTextLog = true; //allow text over write
// game.makeTextLog("<strong style='font-size:30px;'></strong><br> <strong class='faded'>(right click or space bar)</strong><p></p>", 1200);
mech.setHoldDefaults();
mech.hold = function () {
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
@@ -1071,9 +1067,6 @@ const mech = {
name: "time dilation field",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><em>can fire bullets while field is active</em>",
effect: () => {
mech.fieldMode = 1;
mech.fieldText();
mech.setHoldDefaults();
mech.fieldFire = true;
mech.grabRange = 130
mech.isBodiesAsleep = false;
@@ -1140,9 +1133,6 @@ const mech = {
name: "plasma torch",
description: "use <strong class='color-f'>energy</strong> to emit <strong class='color-d'>damaging</strong> plasma<br><em>effective at close range</em>",
effect: () => {
mech.fieldMode = 2;
mech.fieldText();
mech.setHoldDefaults();
// mech.fieldShieldingScale = 2;
// mech.grabRange = 125;
mech.fieldArc = 0.1 //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
@@ -1309,9 +1299,6 @@ const mech = {
name: "negative mass field",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp; <strong style='letter-spacing: 10px;'>gravity</strong><br><em>can fire bullets while active</em>",
effect: () => {
mech.fieldMode = 3;
mech.fieldText();
mech.setHoldDefaults();
mech.fieldFire = true;
mech.hold = function () {
@@ -1396,9 +1383,6 @@ const mech = {
name: "standing wave harmonics",
description: "three oscillating <strong>shields</strong> are permanently active<br><strong class='color-f'>energy</strong> regenerates while field is active",
effect: () => {
mech.fieldMode = 4;
mech.fieldText();
mech.setHoldDefaults();
// mech.fieldRegen *= 0.6;
mech.fieldShieldingScale = 1.33;
@@ -1441,9 +1425,6 @@ const mech = {
name: "nano-scale manufacturing",
description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>2x</strong> <strong class='color-f'>energy</strong> regeneration",
effect: () => {
mech.fieldMode = 5;
mech.fieldText();
mech.setHoldDefaults();
mech.fieldRegen *= 2;
mech.hold = function () {
if (mech.fieldMeter > mech.fieldEnergyMax - 0.02) {
@@ -1473,9 +1454,6 @@ const mech = {
name: "phase decoherence field",
description: "use <strong class='color-f'>energy</strong> to to become <strong>intangible</strong><br><em style='opacity: 0.6;'>can't see or be seen outside field</em>",
effect: () => {
mech.fieldMode = 6;
mech.fieldText();
mech.setHoldDefaults();
// mech.grabRange = 230
mech.hold = function () {
mech.isStealth = false //isStealth is checked in mob foundPlayer()