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

@@ -314,7 +314,7 @@ const simulation = {
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
ctx.beginPath();
if (m.fireCDcycle > m.cycle) {
ctx.strokeStyle = "#777"; //'rgba(0,0,0,0.4)'
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
ctx.arc(simulation.mouse.x, simulation.mouse.y, size + 1, 0, 2 * Math.PI);
} else {
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
@@ -474,10 +474,8 @@ const simulation = {
switchGun() {
if (tech.isLongitudinal && b.activeGun === 3) b.guns[3].waves = []; //empty array of wave bullets
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
if (b.inventory.length > 0) {
b.activeGun = b.inventory[b.inventoryGun];
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
}
if (b.inventory.length > 0) b.activeGun = b.inventory[b.inventoryGun];
b.guns[8].charge = 0; // foam charge to 0
simulation.updateGunHUD();
simulation.boldActiveGunHUD();
//set crosshairs
@@ -774,8 +772,6 @@ const simulation = {
input.endKeySensing();
b.removeAllGuns();
simulation.switchGun();
tech.setupAllTech(); //sets tech to default values
tech.cancelCount = 0;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -904,28 +900,30 @@ const simulation = {
clearMap() {
ctx.setTransform(1, 0, 0, 1, 0, 0);
if (m.alive) {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave") {
b.guns[i].waves = []; //empty array of wave bullets
break;
if (tech.isLongitudinal) b.guns[3].waves = []; //empty array of wave bullets
if (b.guns[10].have) { //do you have mines as a gun
let count = 0;
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
if (
(bullet[i].bulletType === "mine" && (!tech.isMineSentry || bullet[i].shots === undefined)) ||
bullet[i].bulletType === "laser mine") {
count++
}
}
if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
b.guns[10].ammo += count
if (tech.ammoCap) b.guns[10].ammo = Math.min(tech.ammoCap, b.guns[10].ammo)
simulation.updateGunHUD();
}
let count = 0;
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
if ((bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") && !bullet[i].isArmed) count++
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
if (b.guns[i].name === "mine") {
if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
b.guns[i].ammo += count
if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
simulation.updateGunHUD();
break;
}
}
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
// if (b.guns[i].name === "mine") {
// b.guns[i].ammo += count
// if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
// simulation.updateGunHUD();
// break;
// }
// }
if (tech.isMutualism && !tech.isEnergyHealth) {
for (let i = 0; i < bullet.length; i++) {