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

@@ -305,7 +305,8 @@ const powerUps = {
document.getElementById("choose-grid").style.pointerEvents = "none";
document.body.style.cursor = "none";
setTimeout(() => {
if (!tech.isNoDraftPause) document.body.style.cursor = "auto";
// if (!tech.isNoDraftPause)
document.body.style.cursor = "auto";
document.getElementById("choose-grid").style.pointerEvents = "auto";
document.getElementById("choose-grid").style.transitionDuration = "0s";
}, 400);
@@ -313,7 +314,7 @@ const powerUps = {
if (!simulation.paused) {
if (tech.isNoDraftPause) {
document.getElementById("choose-grid").style.opacity = "0.92"
document.getElementById("choose-grid").style.opacity = "1"
} else {
simulation.paused = true;
document.getElementById("choose-grid").style.opacity = "1"
@@ -565,7 +566,7 @@ const powerUps = {
},
effect() {
if (b.inventory.length > 0) {
if (tech.isAmmoForGun && b.activeGun) { //give extra ammo to one gun only with tech logistics
if (tech.isAmmoForGun && b.activeGun !== null) { //give extra ammo to one gun only with tech logistics
const target = b.guns[b.activeGun]
if (target.ammo !== Infinity) {
if (tech.ammoCap) {
@@ -1164,10 +1165,7 @@ const powerUps = {
if (tech.isLaserMine && input.down) {
b.laserMine(who.position)
} else {
b.mine(who.position, {
x: 0,
y: 0
}, 0)
b.mine(who.position, { x: 0, y: 0 }, 0)
}
}
if (tech.isRelay) {