foam gun, mods: overcharge, supersaturate, many background adjustments
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18
js/player.js
18
js/player.js
@@ -519,7 +519,7 @@ const mech = {
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Matter.World.remove(engine.world, powerUp[i]);
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powerUp.splice(i, 1);
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if (b.isModMassEnergy) {
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mech.fieldMeter = 1;
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mech.fieldMeter = mech.fieldEnergyMax;
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mech.addHealth(0.03);
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}
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},
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@@ -626,6 +626,7 @@ const mech = {
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fireCDcycle: 0,
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fieldCDcycle: 0,
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fieldMode: 0, //basic field mode before upgrades
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fieldEnergyMax: 1, //can be increased by a mod
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// these values are set on reset by setHoldDefaults()
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fieldMeter: 0,
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fieldRegen: 0,
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@@ -643,7 +644,7 @@ const mech = {
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this.fieldThreshold = Math.cos(this.fieldArc * Math.PI)
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},
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setHoldDefaults() {
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this.fieldMeter = 1;
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this.fieldMeter = this.fieldEnergyMax;
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this.fieldRegen = 0.001;
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this.fieldFire = false;
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this.fieldCDcycle = 0;
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@@ -660,14 +661,14 @@ const mech = {
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// this.phaseBlocks(0x011111)
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},
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drawFieldMeter(range = 60) {
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if (this.fieldMeter < 1) {
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if (this.fieldMeter < this.fieldEnergyMax) {
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mech.fieldMeter += mech.fieldRegen;
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ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
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ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range, 10);
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ctx.fillStyle = "#0cf";
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ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range * this.fieldMeter, 10);
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} else {
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mech.fieldMeter = 1
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mech.fieldMeter = this.fieldEnergyMax
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}
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},
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lookingAt(who) {
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@@ -1094,7 +1095,6 @@ const mech = {
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mech.fieldMeter -= DRAIN;
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//draw field everywhere
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ctx.globalCompositeOperation = "saturation"
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// ctx.fillStyle = "rgba(100,200,230," + (0.25 + 0.06 * Math.random()) + ")";
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ctx.fillStyle = "#ccc";
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@@ -1138,11 +1138,7 @@ const mech = {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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}
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mech.drawFieldMeter()
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if (mech.fieldMode !== 1) {
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//wake up if this is no longer the current field mode, like after a new power up
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mech.wakeCheck();
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}
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if (mech.fieldMode !== 1) mech.wakeCheck(); //wake up if this is no longer the current field mode, like after a new power up
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}
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}
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},
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@@ -1456,7 +1452,7 @@ const mech = {
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mech.setHoldDefaults();
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mech.fieldRegen *= 3;
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mech.hold = function () {
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if (mech.fieldMeter === 1) {
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if (mech.fieldMeter === mech.fieldEnergyMax) {
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mech.fieldMeter -= 0.43;
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b.guns[gunIndex].fire() //spawn drone
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mech.fireCDcycle = mech.cycle + 25; // set fire cool down to prevent +energy from making huge numbers of drones
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