added mod powerUps and balance
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21
js/player.js
21
js/player.js
@@ -412,7 +412,6 @@ const mech = {
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addHealth(heal) {
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this.health += heal;
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if (this.health > 1) this.health = 1;
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// document.getElementById("health").setAttribute("width", 225 * this.health);
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this.displayHealth();
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},
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defaultFPSCycle: 0, //tracks when to return to normal fps
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@@ -495,7 +494,7 @@ const mech = {
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},
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setHoldDefaults() {
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this.fieldMeter = 1;
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this.fieldRegen = 0.0015;
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this.fieldRegen = 0.001;
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this.fieldCDcycle = 0;
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this.isStealth = false;
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player.collisionFilter.mask = 0x010011 //0x010011 is normal
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@@ -889,7 +888,7 @@ const mech = {
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mech.holding();
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mech.throw();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
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const DRAIN = 0.0015 //mech.fieldRegen = 0.0015
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const DRAIN = 0.0015
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if (mech.fieldMeter > DRAIN) {
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mech.fieldMeter -= DRAIN;
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@@ -1010,7 +1009,7 @@ const mech = {
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mech.holding();
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mech.throw();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //push away
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const DRAIN = 0.001 //mech.fieldRegen = 0.0015
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const DRAIN = 0.001
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if (mech.fieldMeter > DRAIN) {
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mech.fieldMeter -= DRAIN;
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mech.pushMobs360(170);
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@@ -1084,9 +1083,7 @@ const mech = {
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game.makeTextLog("<strong style='font-size:30px;'>Standing Wave Harmonics</strong><br> (right mouse or space bar) <p>oscillating shields always surround player<br> <span style='color:#a00;'>decreased</span> field regeneration</p>", 1200);
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mech.setHoldDefaults();
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// mech.fieldShieldingScale = 0.5;
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mech.fieldRegen = 0.0008; //0.0015
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// mech.fieldArc = 0.1; //field covers full 360 degrees
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// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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mech.fieldRegen *= 0.33;
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mech.hold = function () {
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if (mech.isHolding) {
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@@ -1102,9 +1099,9 @@ 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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if (mech.fieldMeter > 0.1) {
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const grabRange1 = 80 + 80 * Math.sin(mech.cycle / 23)
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const grabRange2 = 80 + 80 * Math.sin(mech.cycle / 37)
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const grabRange3 = 80 + 80 * Math.sin(mech.cycle / 47)
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const grabRange1 = 85 + 60 * Math.sin(mech.cycle / 23)
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const grabRange2 = 80 + 70 * Math.sin(mech.cycle / 37)
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const grabRange3 = 70 + 70 * Math.sin(mech.cycle / 47)
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const netGrabRange = Math.max(grabRange1, grabRange2, grabRange3)
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ctx.fillStyle = "rgba(110,170,200," + (0.15 + 0.15 * Math.random()) + ")";
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ctx.beginPath();
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@@ -1165,7 +1162,7 @@ const mech = {
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mech.holding();
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mech.throw();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
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const DRAIN = 0.0035 //mech.fieldRegen = 0.0015
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const DRAIN = 0.0035
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if (mech.fieldMeter > DRAIN) {
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mech.fieldMeter -= DRAIN;
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@@ -1214,7 +1211,7 @@ const mech = {
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// mech.pushMobs360(140);
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// if (mech.health > 0.1) {
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// const DRAIN = 0.0008 //mech.fieldRegen = 0.0015
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// const DRAIN = 0.0008
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// if (mech.fieldMeter > DRAIN) {
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// mech.fieldMeter -= DRAIN;
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// mech.damage(0.00005 + 0.00000012 * mech.grabRange)
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