added quantum immortaility
This commit is contained in:
36
js/game.js
36
js/game.js
@@ -153,6 +153,16 @@ const game = {
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}
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game.boldActiveGunHUD();
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},
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updateModHUD() {
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let text = ""
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if (mech.fieldMode !== 0) {
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text += mech.fieldUpgrades[mech.fieldMode].name
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if (b.mod !== null) text += "<br>" + b.mods[b.mod].name
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} else if (b.mod !== null) {
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text += b.mods[b.mod].name
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}
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document.getElementById("mods").innerHTML = text
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},
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makeTextLog(text, time = 180) {
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document.getElementById("text-log").innerHTML = text;
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document.getElementById("text-log").style.opacity = 1;
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@@ -250,10 +260,14 @@ const game = {
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requestAnimationFrame(cycle);
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} else {
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game.paused = true;
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let text = "<h1>PAUSED</h1>"
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// if (b.mod !== null) text+=
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//output current mod, field, and gun info when paused
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game.makeTextLog(text);
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game.makeTextLog("<h1>PAUSED</h1>", 1);
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// let text = "<h1>PAUSED</h1><br><div style='font-size: 85%;'>"
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// //output current mod, field, and gun info when paused
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// if (mech.fieldMode !== 0) text += "<br><p><strong style='font-size:130%;'>" + mech.fieldUpgrades[mech.fieldMode].name + "</strong><br>" + mech.fieldUpgrades[mech.fieldMode].description + "</p>"
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// if (b.mod !== null) text += "<br><p><strong style='font-size:130%;'>" + b.mods[b.mod].name + "</strong><br>" + b.mods[b.mod].description + "</p>"
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// if (b.activeGun !== null) text += "<br><p><strong style='font-size:130%;'>" + b.guns[b.activeGun].name + "</strong><br>" + b.guns[b.activeGun].description + "</p>"
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// text += "</div>"
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// game.makeTextLog(text, 1);
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}
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}
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@@ -270,9 +284,9 @@ const game = {
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if (keys[70]) { //cycle fields with F
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if (mech.fieldMode === mech.fieldUpgrades.length - 1) {
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mech.fieldUpgrades[0]()
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mech.fieldUpgrades[0].effect()
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} else {
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mech.fieldUpgrades[mech.fieldMode + 1]()
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mech.fieldUpgrades[mech.fieldMode + 1].effect()
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}
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}
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if (keys[71]) { // give all guns with G
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@@ -361,8 +375,11 @@ const game = {
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},
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wipe() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// ctx.fillStyle = "#000";
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// ctx.fillStyle = "rgba(255,255,255,1)";
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// ctx.globalCompositeOperation = "difference";
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// ctx.fillRect(0, 0, canvas.width, canvas.height);
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// ctx.globalCompositeOperation = "source-over";
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// ctx.globalAlpha = (mech.health < 0.7) ? (mech.health+0.3)*(mech.health+0.3) : 1
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// if (mech.health < 0.7) {
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@@ -393,11 +410,11 @@ const game = {
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b.guns[i].have = false;
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if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
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}
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b.activeGun = null;
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game.paused = false;
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engine.timing.timeScale = 1;
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game.dmgScale = 1;
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b.dmgScale = 0.7;
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b.activeGun = null;
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game.makeGunHUD();
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mech.drop();
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mech.addHealth(1);
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@@ -408,8 +425,7 @@ const game = {
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document.getElementById("text-log").style.opacity = 0;
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document.getElementById("fade-out").style.opacity = 0;
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document.title = "n-gon";
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// mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
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if (!mech.fieldMode) mech.fieldUpgrades[0](); //reset to starting field? or let them keep the field
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if (!mech.fieldMode) mech.fieldUpgrades[0].effect(); //reset to starting field? or let them keep the field
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},
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firstRun: true,
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splashReturn() {
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