ionization energy
mod: ionization energy - heal power ups give you 4% max energy requires mass-energy equivalence mod: discrete optimization - 50% damage and 50% slow fire rotates requires cloaking field
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21
js/game.js
21
js/game.js
@@ -367,6 +367,7 @@ const game = {
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game.boldActiveGunHUD();
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// mech.drop();
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},
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isPauseKeyReady: true,
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keyPress() { //runs on key down event
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//full screen toggle
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// if (keys[13]) {
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@@ -411,7 +412,13 @@ const game = {
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} else if (keys[81]) { //q swap to previous active gun
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game.previousGun();
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}
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if (keys[80] && !game.isChoosing) { //p for pause
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if (keys[80] && !game.isChoosing && game.isPauseKeyReady) { //p for pause
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game.isPauseKeyReady = false
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setTimeout(function () {
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game.isPauseKeyReady = true
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}, 300);
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if (game.paused) {
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build.unPauseGrid()
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game.paused = false;
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@@ -945,7 +952,17 @@ const game = {
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ctx.fillText(`(${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)})`, game.mouse.x, game.mouse.y - 20);
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},
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draw: {
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powerUp() {
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powerUp() { //is set by Bayesian mod
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// ctx.globalAlpha = 0.4 * Math.sin(mech.cycle * 0.15) + 0.6;
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// for (let i = 0, len = powerUp.length; i < len; ++i) {
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// ctx.beginPath();
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// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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// ctx.fillStyle = powerUp[i].color;
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// ctx.fill();
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// }
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// ctx.globalAlpha = 1;
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},
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powerUpNormal() { //back up in case power up draw gets changed
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ctx.globalAlpha = 0.4 * Math.sin(mech.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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