diff --git a/js/level.js b/js/level.js
index 7af29ae..d9ca9be 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[4]() //give a field power up for testing
+ // mech.fieldUpgrades[6]() //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 86ebfae..e8ea731 100644
--- a/js/player.js
+++ b/js/player.js
@@ -852,7 +852,7 @@ const mech = {
game.makeTextLog("Inertia Negation Field
(right mouse or space bar)
field slows objects in range
decreased field shielding efficiency
", 1200);
//
field does not shield player
mech.setHoldDefaults();
- mech.fieldShieldingScale = 7;
+ mech.fieldShieldingScale = 12;
// mech.fieldArc = 1; //field covers full 360 degrees
// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
@@ -973,7 +973,7 @@ const mech = {
game.makeTextLog("Negative Mass Field
(right mouse or space bar) field nullifies gravity
player can hold more massive objects
decreased field shielding efficiency
", 1200);
mech.setHoldDefaults();
mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
- mech.fieldShieldingScale = 10;
+ mech.fieldShieldingScale = 20;
// mech.fieldArc = 1; //field covers full 360 degrees
// mech.grabRange = 150;
// mech.fieldArc = 1 //0.08;
@@ -1056,17 +1056,17 @@ const mech = {
},
() => {
mech.fieldMode = 4;
- game.makeTextLog("Zero-Point Energy Field
(right mouse or space bar) improved energy regeneration
oscillating shields surround player
", 1200);
+ game.makeTextLog("Standing Wave Harmonics
(right mouse or space bar) oscillating shields surround player
improved energy regeneration
improved field shielding efficiency
", 1200);
mech.setHoldDefaults();
- mech.fieldShieldingScale = 0.7;
+ mech.fieldShieldingScale = 0.3;
mech.fieldRegen = 0.007; //0.0015
- mech.fieldArc = 1; //field covers full 360 degrees
+ // mech.fieldArc = 1; //field covers full 360 degrees
mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.hold = function () {
- grabRange1 = 60 + 60 * Math.sin(game.cycle / 23)
- grabRange2 = 70 + 70 * Math.sin(game.cycle / 37)
- grabRange3 = 80 + 80 * Math.sin(game.cycle / 47)
+ grabRange1 = 100 + 95 * Math.sin(game.cycle / 23)
+ grabRange2 = 105 + 85 * Math.sin(game.cycle / 37)
+ grabRange3 = 90 + 90 * Math.sin(game.cycle / 47)
mech.grabRange = Math.max(grabRange1, grabRange2, grabRange3)
if (mech.isHolding) {
@@ -1077,27 +1077,16 @@ const mech = {
ctx.fillStyle = "rgba(110,170,200," + (0.15 + 0.15 * Math.random()) + ")";
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, grabRange1, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
+ ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, grabRange2, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
+ ctx.arc(mech.pos.x, mech.pos.y, grabRange2, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, grabRange3, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
+ ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI);
ctx.fill();
-
- // //draw random lines in field for cool effect
- // let offAngle = this.angle + 2 * Math.PI * this.fieldArc * (Math.random() - 0.5);
- // ctx.beginPath();
- // eye = 15;
- // ctx.moveTo(mech.pos.x + eye * Math.cos(this.angle), mech.pos.y + eye * Math.sin(this.angle));
- // ctx.lineTo(this.pos.x + range * Math.cos(offAngle), this.pos.y + range * Math.sin(offAngle));
- // ctx.strokeStyle = "rgba(120,170,255,0.4)";
- // ctx.stroke();
-
-
mech.grabPowerUp();
- mech.pushMobs360(mech.grabRange + 10);
+ mech.pushMobs360(mech.grabRange + 25);
mech.lookForPickUp();
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
mech.pickUp();
@@ -1109,15 +1098,15 @@ const mech = {
},
() => {
mech.fieldMode = 5;
- game.makeTextLog("Nano-Scale Manufacturing
(passive effect) excess field energy builds drones
decreased field shielding efficiency
", 1200);
+ game.makeTextLog("Nano-Scale Manufacturing
(passive effect) excess field energy used to build drones
decreased field shielding efficiency
", 1200);
mech.setHoldDefaults();
- mech.fieldShieldingScale = 10;
+ mech.fieldShieldingScale = 15;
mech.grabRange = 155;
mech.fieldArc = 0.1; //0.2 is normal
mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.hold = function () {
if (mech.fieldMeter === 1) {
- mech.fieldMeter -= 0.21;
+ mech.fieldMeter -= 0.2;
b.guns[12].fire() //spawn drone
}
if (mech.isHolding) {
@@ -1141,8 +1130,8 @@ const mech = {
mech.fieldMode = 6;
game.makeTextLog("Metamaterial Refractive Optics
(right mouse or space bar) localized invisibility field
greatly decreased field shielding efficiency
", 1200);
mech.setHoldDefaults();
- mech.fieldShieldingScale = 10000;
- mech.grabRange = 160;
+ mech.fieldShieldingScale = 100;
+ // mech.grabRange = 160;
mech.hold = function () {
mech.isStealth = false //isStealth is checked in mob foundPlayer()
@@ -1152,13 +1141,17 @@ const mech = {
mech.holding();
mech.throw();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) {
- const DRAIN = 0.0004 //mech.fieldRegen = 0.0015
+ const DRAIN = 0.0003 //mech.fieldRegen = 0.0015
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
mech.isStealth = true //isStealth is checked in mob foundPlayer()
- //draw stealth field
- // ctx.fill();
+ if (mech.crouch) {
+ mech.grabRange = mech.grabRange * 0.96 + 100 * 0.04;
+ } else {
+ mech.grabRange = mech.grabRange * 0.96 + 220 * 0.04;
+ }
+
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "destination-in"; //in or atop
@@ -1168,7 +1161,7 @@ const mech = {
ctx.fillStyle = `rgba(0,30,50,${0.5+0.07*Math.random()})` //"rgba(210,230," + HUE + ",0.5)";
ctx.fill();
- mech.pushMobs360();
+ mech.pushMobs360(130);
mech.grabPowerUp();
mech.lookForPickUp();
} else {