RPG + rocket jump

tech: RPG - gains the rocket jumping effects from electric armor

eternalism no longer makes tech options have 50% opacity when choosing

some new images for cloaking tech
and some images were made brighter

bug fixes
  safari media rules css fixed
This commit is contained in:
landgreen
2023-01-14 19:58:59 -08:00
parent 9206d47f40
commit 43f3cfbae5
31 changed files with 223 additions and 427 deletions

View File

@@ -382,7 +382,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
}
let el = document.getElementById("pause-grid-left")
el.style.display = tech.isNoDraftPause ? "none" : "grid" //disabled for eternalism because eternalism lets the player play while this menu is up but the menu doesn't update
el.style.display = "grid"
el.innerHTML = text
//right side
text = "";
@@ -433,7 +433,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
}
}
el = document.getElementById("pause-grid-right")
el.style.display = tech.isNoDraftPause ? "none" : "grid" //disabled for eternalism because eternalism lets the player play while this menu is up but the menu doesn't update
el.style.display = "grid"
el.innerHTML = text
document.getElementById("tech").style.display = "none"
@@ -500,7 +500,10 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
b.guns[index].count = 0;
b.guns[index].have = false;
if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
if (b.inventory.length === 0) b.activeGun = null;
if (b.inventory.length === 0) {
b.activeGun = null;
b.inventoryGun = 0;
}
simulation.makeGunHUD();
break
}
@@ -698,6 +701,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
b.activeGun = null;
b.inventoryGun = 0;
simulation.makeGunHUD();
tech.setupAllTech();
build.populateGrid();
@@ -765,6 +769,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
spawn.setSpawnList();
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0] //set first gun to active gun
b.inventoryGun = 0;
simulation.makeGunHUD();
}
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);