exciton-lattice
field: perfect diamagnetism is a bit larger can now grab power ups from far away mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod eject extra mods if you have recursive stacks power ups have a bit more air friction power ups must be in line of sight to be pulled by the player why mode now gets 100% chance for a second boss power up (up from 50%) this should let why mode reach more interesting build depth laser and pulse got a damage and energy use buff immune to harm for a second after exiting the power up selection menu
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15
js/engine.js
15
js/engine.js
@@ -162,6 +162,21 @@ function collisionChecks(event) {
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dmg *= 0.85
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}
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mech.damage(dmg);
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if (mod.isEjectMod) {
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const have = [] //find which mods you have
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for (let i = 0; i < mod.mods.length; i++) {
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if (mod.mods[i].count > 0) have.push(i)
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}
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const choose = have[Math.floor(Math.random() * have.length)]
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//message about what mod was lost
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game.makeTextLog(`<div class='circle mod'></div> <strong>${mod.mods[choose].name}</strong> ejected by exciton-lattice`, 300)
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for (let i = 0; i < mod.mods[choose].count; i++) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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mod.mods[choose].count = 0;
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mod.mods[choose].remove(); // remove a random mod form the list of mods you have
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game.updateModHUD();
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}
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if (mob[k].onHit) mob[k].onHit(k);
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//extra kick between player and mob //this section would be better with forces but they don't work...
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