foam is black, wave beam bug fixes
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@@ -1977,10 +1977,10 @@ const b = {
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},
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},
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onEnd() {},
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onEnd() {},
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do() {
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do() {
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ctx.beginPath() //draw white circle
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// ctx.beginPath() //draw white circle
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ctx.arc(this.position.x, this.position.y, this.radius * 0.97 - 1.6, 0, 2 * Math.PI);
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// ctx.arc(this.position.x, this.position.y, this.radius * 0.97 - 1.6, 0, 2 * Math.PI);
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ctx.fillStyle = "#fff"
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// ctx.fillStyle = "#fff"
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ctx.fill()
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// ctx.fill()
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if (!mech.isBodiesAsleep) { //if time dilation isn't active
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if (!mech.isBodiesAsleep) { //if time dilation isn't active
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this.force.y += this.mass * 0.00006; //gravity
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this.force.y += this.mass * 0.00006; //gravity
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@@ -14,9 +14,11 @@ const level = {
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start() {
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start() {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(5)
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// level.difficultyIncrease(5)
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b.giveGuns("wave beam")
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// b.giveGuns("foam")
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// mech.setField("phase decoherence field")
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// mech.setField("phase decoherence field")
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// b.giveMod("mass-energy equivalence");
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// for (let i = 0; i < 9; i++) {
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// b.giveMod("auto-loading heuristics");
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// }
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level.intro(); //starting level
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level.intro(); //starting level
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// level.testingMap();
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// level.testingMap();
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@@ -210,7 +210,7 @@ const mech = {
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mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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}
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}
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if (b.isModStomp) {
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if (b.isModStomp) {
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const len = Math.min(20, (momentum - 110) * 0.07)
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const len = Math.min(25, (momentum - 110) * 0.1)
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for (let i = 0; i < len; i++) {
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for (let i = 0; i < len; i++) {
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b.spore(player) //spawn drone
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b.spore(player) //spawn drone
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}
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}
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