From 498157a18352bed6645ef81336b00b7547344703 Mon Sep 17 00:00:00 2001 From: lilgreenland Date: Wed, 2 Oct 2019 14:12:53 -0700 Subject: [PATCH] field balancing --- js/level.js | 2 +- js/player.js | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/js/level.js b/js/level.js index 3d3e3dc..5bac4af 100644 --- a/js/level.js +++ b/js/level.js @@ -24,7 +24,7 @@ const level = { // game.levelsCleared = 3; //for testing to simulate possible mobs spawns // b.giveGuns(0) // set a starting gun for testing - mech.fieldUpgrades[6]() //give a field power up for testing + mech.fieldUpgrades[4]() //give a field power up for testing } else { spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns this[this.levels[this.onLevel]](); //picks the current map from the the levels array diff --git a/js/player.js b/js/player.js index 85db2c8..acc2f3e 100644 --- a/js/player.js +++ b/js/player.js @@ -1087,7 +1087,7 @@ const mech = { ctx.fill(); mech.grabPowerUp(); mech.pushMobs360(mech.grabRange + 25); - mech.lookForPickUp(); + mech.lookForPickUp(180); } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released mech.pickUp(); } else { @@ -1146,9 +1146,9 @@ const mech = { mech.fieldMeter -= DRAIN; if (mech.crouch) { - mech.grabRange = mech.grabRange * 0.96 + 100 * 0.04; + mech.grabRange = mech.grabRange * 0.96 + 240 * 0.04; } else { - mech.grabRange = mech.grabRange * 0.96 + 220 * 0.04; + mech.grabRange = mech.grabRange * 0.96 + 160 * 0.04; } ctx.beginPath();