diff --git a/js/bullets.js b/js/bullets.js index 145993e..a747f40 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -191,18 +191,18 @@ const b = { }, { name: "overcharge", - description: "charge energy 25% beyond your maximum", + description: "charge energy 33% beyond your maximum", have: false, //16 effect: () => { - mech.fieldEnergyMax = 1.25 + mech.fieldEnergyMax = 1.33 } }, { name: "supersaturation", - description: "heal 25% beyond your max health", + description: "heal 33% beyond your max health", have: false, //17 effect: () => { - mech.maxHealth = 1.25 + mech.maxHealth = 1.33 } }, { @@ -215,7 +215,7 @@ const b = { }, { name: "mass-energy equivalence", - description: "convert the mass of power ups into energy
power ups fill your energy and heal for +3%", + description: "convert the mass of power ups into energy
power ups fill your energy and heal for +5%", have: false, //19 effect: () => { b.isModMassEnergy = true // used in mech.usePowerUp @@ -1830,12 +1830,11 @@ const b = { }, { name: "pulse", //15 - description: "emit a pulse of collimation coherent light
use energy to induce an explosion", + description: "emit an explosive laser pulse
each pulse uses 20% of your energy", ammo: 0, ammoPack: Infinity, have: false, isStarterGun: true, - count: 0, fire() { //calculate laser collision let best; @@ -1910,28 +1909,24 @@ const b = { }; } - //draw blowtorch laser beam - ctx.strokeStyle = "rgba(255,0,0,0.15)" - ctx.lineWidth = 16 + //draw laser beam + ctx.strokeStyle = "rgba(255,0,0,0.2)" + ctx.lineWidth = 25 ctx.beginPath(); ctx.moveTo(path[0].x, path[0].y); ctx.lineTo(path[1].x, path[1].y); ctx.stroke(); ctx.strokeStyle = "#f00"; - ctx.lineWidth = 2.5 + ctx.lineWidth = 4 ctx.beginPath(); ctx.moveTo(path[0].x, path[0].y); ctx.lineTo(path[1].x, path[1].y); ctx.stroke(); - this.count++ - if (this.count > 2) { - this.count = 0; - mech.fireCDcycle = mech.cycle + Math.floor(30 * b.modFireRate); // cool down - const energy = Math.min(0.2, mech.fieldMeter * 0.3) - if (best.who) b.explosion(path[1], 1300 * energy) - mech.fieldMeter -= energy - } + const energy = mech.fieldMeter * 0.2 + mech.fieldMeter -= energy + if (best.who) b.explosion(path[1], 1300 * energy) + mech.fireCDcycle = mech.cycle + Math.floor(20 * b.modFireRate); // cool down } }, { diff --git a/js/level.js b/js/level.js index 21c7b71..f7fca26 100644 --- a/js/level.js +++ b/js/level.js @@ -14,7 +14,7 @@ const level = { start() { if (level.levelsCleared === 0) { // game.difficulty = 6; //for testing to simulate possible mobs spawns - b.giveGuns(15) + // b.giveGuns(15) // mech.fieldUpgrades[2].effect(); // b.giveMod(21) diff --git a/js/player.js b/js/player.js index 955c2c9..a71ec84 100644 --- a/js/player.js +++ b/js/player.js @@ -522,7 +522,7 @@ const mech = { powerUp.splice(i, 1); if (b.isModMassEnergy) { mech.fieldMeter = mech.fieldEnergyMax; - mech.addHealth(0.03); + mech.addHealth(0.05); } }, drawLeg(stroke) { diff --git a/js/powerups.js b/js/powerups.js index c608943..b2c9926 100644 --- a/js/powerups.js +++ b/js/powerups.js @@ -41,7 +41,7 @@ const powerUps = { target = b.guns[Math.floor(Math.random() * b.guns.length)]; } if (target.ammo === Infinity) { - mech.fieldMeter = 1; + mech.fieldMeter = mech.fieldEnergyMax; if (!game.lastLogTime) game.makeTextLog("+energy", 300); } else { //ammo given scales as mobs take more hits to kill