recursive mods, gaurdian mod
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12
js/player.js
12
js/player.js
@@ -296,14 +296,14 @@ const mech = {
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},
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alive: true,
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death() {
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if (b.modIsImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
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if (b.isModImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
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spawn.setSpawnList(); //new mob types
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game.clearNow = true; //triggers a map reset
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//count mods
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let totalMods = -2; //lose 2 mods for balance reasons
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for (let i = 0; i < b.mods.length; i++) {
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if (b.mods[i].have) totalMods++
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totalMods += b.mods[i].count
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}
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function randomizeMods() {
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@@ -313,7 +313,7 @@ const mech = {
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let options = [];
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for (let i = 0, len = b.mods.length; i < len; i++) {
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//can't get quantum immortality again
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if (b.mods[i].name !== "quantum immortality" && !b.mods[i].have) options.push(i);
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if (b.mods[i].name !== "quantum immortality" && b.mods[i].count < b.mods[i].maxCount) options.push(i);
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}
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//add a new mod
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if (options.length > 0) {
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@@ -666,9 +666,11 @@ const mech = {
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if (mech.fieldMeter < mech.fieldEnergyMax) {
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mech.fieldMeter += mech.fieldRegen;
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ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
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ctx.fillRect(mech.pos.x - mech.radius, mech.pos.y - 50, range, 10);
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const xOff = mech.pos.x - mech.radius * mech.fieldEnergyMax
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const yOff = mech.pos.y - 50
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ctx.fillRect(xOff, yOff, range * mech.fieldEnergyMax, 10);
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ctx.fillStyle = "#0cf";
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ctx.fillRect(mech.pos.x - mech.radius, mech.pos.y - 50, range * mech.fieldMeter, 10);
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ctx.fillRect(xOff, yOff, range * mech.fieldMeter, 10);
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} else {
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mech.fieldMeter = mech.fieldEnergyMax
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}
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