mod superposition stuns mobs in phase field, stun bug fixes

This commit is contained in:
landgreen
2020-04-05 10:35:09 -07:00
parent e66538820e
commit 51cf02f6d5
8 changed files with 79 additions and 87 deletions

View File

@@ -1787,7 +1787,7 @@ const mech = {
mech.grabPowerUp();
mech.lookForPickUp();
const DRAIN = (0.0005 + 0.0001 * player.speed) * (mech.fireCDcycle > mech.cycle ? 10 / b.modRenormalization : 1) //game.mouseDown
const DRAIN = (0.0005 + 0.0001 * player.speed) * (mech.fireCDcycle > mech.cycle ? 9 / b.modRenormalization : 1) //game.mouseDown
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0.001) {
@@ -1805,14 +1805,15 @@ const mech = {
if (inPlayer.length > 0) {
for (let i = 0; i < inPlayer.length; i++) {
if (inPlayer[i].shield) {
mech.energy -= 0.005; //shields drain player energy
mech.energy -= 0.01; //shields drain player energy
//draw outline of shield
ctx.fillStyle = `rgba(0, 204, 255,0.6)`
ctx.fill()
} else if (b.isModPhaseFieldDamage && mech.energy > 0.006 && inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
mech.energy -= 0.002;
} else if (b.superposition && inPlayer[i].dropPowerUp) {
// inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
// mech.energy += 0.005;
mobs.statusStun(inPlayer[i], 240)
//draw outline of mob in a few random locations to show blurriness
const vertices = inPlayer[i].vertices;
const off = 30
@@ -1825,11 +1826,8 @@ const mech = {
ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y);
}
ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y);
ctx.fillStyle = "rgba(0,0,0,0.3)"
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fill()
// ctx.strokeStyle = "#000"
// ctx.lineWidth = 1
// ctx.stroke()
}
break;
}