renormalization
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21
js/player.js
21
js/player.js
@@ -942,7 +942,7 @@ const mech = {
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y: powerUp[i].velocity.y * 0.11
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});
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if (dist2 < 5000 && !game.isChoosing) { //use power up if it is close enough
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powerUps.onPickUp();
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powerUps.onPickUp(mech.pos);
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Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
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x: player.velocity.x + ((powerUp[i].velocity.x * powerUp[i].mass) / player.mass) * 0.3,
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y: player.velocity.y + ((powerUp[i].velocity.y * powerUp[i].mass) / player.mass) * 0.3
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@@ -1733,24 +1733,17 @@ const mech = {
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// }
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function drawField(radius) {
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radius *= 0.9 + 1.5 * mech.energy * mech.energy;
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radius *= 0.9 + 2 * mech.energy * mech.energy;
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const rotate = mech.cycle * 0.005;
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mech.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.max(0.01, Math.min(mech.energy, 1)));
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const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
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const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
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ctx.beginPath();
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ctx.ellipse(mech.pos.x, mech.pos.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
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if (mod.renormalization) {
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for (let i = 0; i < bullet.length; i++) {
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ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
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ctx.arc(bullet[i].position.x, bullet[i].position.y, radius, 0, 2 * Math.PI);
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}
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} else {
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if (mech.fireCDcycle > mech.cycle && (keys[32] || game.mouseDownRight)) {
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ctx.lineWidth = 5;
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ctx.strokeStyle = `rgba(0, 204, 255,1)`
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ctx.stroke()
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}
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if (mech.fireCDcycle > mech.cycle && (keys[32] || game.mouseDownRight)) {
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ctx.lineWidth = 5;
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ctx.strokeStyle = `rgba(0, 204, 255,1)`
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ctx.stroke()
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}
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ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*mech.energy})`;
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ctx.globalCompositeOperation = "destination-in"; //in or atop
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@@ -1777,7 +1770,7 @@ const mech = {
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// game.draw.bodyFill = "transparent"
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// game.draw.bodyStroke = "transparent"
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const DRAIN = 0.00014 + ((!mod.renormalization && mech.fireCDcycle > mech.cycle) ? 0.007 : 0.001)
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const DRAIN = 0.00014 + (mech.fireCDcycle > mech.cycle ? 0.007 : 0.001)
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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// if (mech.energy < 0.001) {
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