diff --git a/js/bullets.js b/js/bullets.js
index c78d3f5..f282f48 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -38,9 +38,13 @@ const b = {
isModStomp: null,
modSuperBallNumber: null,
modLaserReflections: null,
+ modLaserDamage: null,
+ modLaserFieldDrain: null,
isModNoAmmo: null,
isModAmmoFromHealth: null,
mobDieAtHealth: null,
+ isModEnergyRecovery: null,
+ isModHealthRecovery: null,
setModDefaults() {
b.modCount = 0;
b.modFireRate = 1;
@@ -77,9 +81,14 @@ const b = {
b.modCollisionImmuneCycles = 30;
b.modSuperBallNumber = 4;
b.modLaserReflections = 2;
+ b.modLaserDamage = 0.05;
+ b.modLaserFieldDrain = 0.002;
b.isModNoAmmo = false;
b.isModAmmoFromHealth = 0;
b.mobDieAtHealth = 0.05;
+ b.isModEnergyRecovery = false;
+ b.isModHealthRecovery = false;
+ mech.fieldRange = 175;
mech.Fx = 0.015;
mech.jumpForce = 0.38;
mech.maxHealth = 1;
@@ -94,7 +103,7 @@ const b = {
modOnHealthChange() {
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
- b.modAcidDmg = 1.1
+ b.modAcidDmg = 0.9
} else {
game.playerDmgColor = "rgba(0,0,0,0.7)"
b.modAcidDmg = 0
@@ -224,7 +233,7 @@ const b = {
{
name: "reaction inhibitor",
description: "mobs die if their life goes below 12%",
- maxCount: 3,
+ maxCount: 1,
count: 0,
allowed() {
return true
@@ -301,6 +310,18 @@ const b = {
b.modBlockDmg += 0.7 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
}
},
+ {
+ name: "field superposition",
+ description: "increase your field radius by 40%",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return b.modBlockDmg > 0
+ },
+ effect() {
+ mech.fieldRange = 175 * 1.4 //175 is default
+ }
+ },
{
name: "entanglement",
description: "only when your first gun is equipped
reduce harm by 10% for each gun you have",
@@ -313,6 +334,30 @@ const b = {
b.isModEntanglement = true
}
},
+ {
+ name: "waste energy recycling",
+ description: "regen 7% of max energy every second
active for 5 seconds after a mob dies",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return true
+ },
+ effect() {
+ b.isModEnergyRecovery = true;
+ }
+ },
+ {
+ name: "waste scrap recycling",
+ description: "regen up to 1% of max health every second
active for 5 seconds after a mob dies",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return b.isModEnergyRecovery
+ },
+ effect() {
+ b.isModHealthRecovery = true;
+ }
+ },
{
name: "squirrel-cage rotor",
description: "jump higher and move faster
reduced harm from falling ",
@@ -577,7 +622,7 @@ const b = {
},
{
name: "specular reflection",
- description: "your laser gains +1 reflection",
+ description: "your laser gains +1 reflection
+20% laser damage and energy drain",
maxCount: 9,
count: 0,
allowed() {
@@ -585,6 +630,8 @@ const b = {
},
effect() {
b.modLaserReflections++;
+ b.modLaserDamage += 0.010; //base is 0.05
+ b.modLaserFieldDrain += 0.0004 //base is 0.002
}
},
{
@@ -2049,7 +2096,7 @@ const b = {
name: "rail gun", //13
description: "use energy to launch a high-speed dense rod
hold left mouse to charge, release to fire",
ammo: 0,
- ammoPack: 2,
+ ammoPack: 2.84,
have: false,
isStarterGun: false,
fire() {
@@ -2067,7 +2114,17 @@ const b = {
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 5,
- onDmg() {}, //this.endCycle = 0 //triggers despawn
+ onDmg(who) {
+ if (who.shield) {
+ Matter.Body.setVelocity(this, {
+ x: -0.1 * this.velocity.x,
+ y: -0.1 * this.velocity.y
+ });
+ Matter.Body.setDensity(this, 0.001);
+ // this.endCycle = 0;
+ }
+
+ }, //this.endCycle = 0 //triggers despawn
onEnd() {}
});
mech.fireCDcycle = Infinity; // cool down
@@ -2254,13 +2311,12 @@ const b = {
have: false,
isStarterGun: true,
fire() {
- const FIELD_DRAIN = 0.0018 //laser drains energy as well as bullets
const reflectivity = 1 - 1 / (b.modLaserReflections * 1.5)
- let damage = b.dmgScale * 0.05
- if (mech.fieldMeter < FIELD_DRAIN) {
+ let damage = b.dmgScale * b.modLaserDamage
+ if (mech.fieldMeter < b.modLaserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
- mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
+ mech.fieldMeter -= mech.fieldRegen + b.modLaserFieldDrain
let best = {
x: null,
y: null,
diff --git a/js/game.js b/js/game.js
index c86df48..d34b5e1 100644
--- a/js/game.js
+++ b/js/game.js
@@ -664,7 +664,18 @@ const game = {
// }
}
- if (!(mech.cycle % 60)) { //once a second check
+ if (!(mech.cycle % 60)) { //once a second checks
+
+ if (mech.lastKillCycle + 300 > mech.cycle) { //effects active for 5 seconds after killing a mob
+ if (b.isModEnergyRecovery) {
+ mech.fieldMeter += mech.fieldEnergyMax * 0.07
+ if (mech.fieldMeter > mech.fieldEnergyMax) mech.fieldMeter = mech.fieldEnergyMax;
+ }
+ if (b.isModHealthRecovery) {
+ mech.addHealth(0.01)
+ }
+ }
+
}
diff --git a/js/index.js b/js/index.js
index b32463f..387aa9f 100644
--- a/js/index.js
+++ b/js/index.js
@@ -77,14 +77,14 @@ const build = {
}
}
// document.title = `effective starting level: ${build.list.length * game.difficultyMode}`
- build.calculateCustomDifficulty()
+ // build.calculateCustomDifficulty()
},
makeGrid() {
let text = `
-
-
-
-
-
`
+ starting level:
+
+
+ `
for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
text += ` ${mech.fieldUpgrades[i].name}
${mech.fieldUpgrades[i].description}
`
}
@@ -125,14 +125,14 @@ const build = {
game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
localSettings.difficultyMode = game.difficultyMode
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
- build.calculateCustomDifficulty()
+ // build.calculateCustomDifficulty()
});
},
reset() {
build.list = []
build.makeGrid();
document.getElementById("build-grid").style.display = "grid"
- build.calculateCustomDifficulty()
+ // build.calculateCustomDifficulty()
document.getElementById("difficulty-select-custom").value = localSettings.difficultyMode
},
pauseGrid() {
@@ -178,25 +178,23 @@ const build = {
document.getElementById("pause-grid-left").style.display = "none"
document.getElementById("pause-grid-right").style.display = "none"
},
- calculateCustomDifficulty() {
- let difficulty = build.list.length * game.difficultyMode
- if (game.difficultyMode === 0) difficulty = build.list.length * 1 - 6
- if (game.difficultyMode === 4) difficulty = build.list.length * 4 + 8
- document.getElementById("starting-level").innerHTML = `starting difficulty: ${difficulty}`
- },
+ // calculateCustomDifficulty() {
+ // let difficulty = build.list.length * game.difficultyMode
+ // if (game.difficultyMode === 0) difficulty = build.list.length * 1 - 6
+ // if (game.difficultyMode === 4) difficulty = build.list.length * 4 + 8
+ // document.getElementById("starting-level").innerHTML = `starting difficulty: ${difficulty}`
+ // },
startBuildRun() {
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList();
game.startGame();
- let difficulty = build.list.length * game.difficultyMode - 1
- if (game.difficultyMode === 0) {
- difficulty = build.list.length * 1 - 6 - 1
- game.isEasyMode = true;
- }
- if (game.difficultyMode === 4) level.difficultyIncrease(6)
- level.difficultyIncrease(difficulty)
level.isBuildRun = true;
+ const increase = Number(document.getElementById("starting-level").value) * game.difficultyMode
+ level.levelsCleared += increase;
+ level.difficultyIncrease(increase) //increase difficulty based on modes
+
+ level.onLevel = 1;
build.givePowerUps();
},
givePowerUps() {
@@ -232,7 +230,7 @@ document.getElementById("build-button").addEventListener("click", () => {
document.body.style.overflowX = "hidden";
document.getElementById("info").style.display = 'none'
}
- build.calculateCustomDifficulty()
+ // build.calculateCustomDifficulty()
});
diff --git a/js/level.js b/js/level.js
index d84f7e6..52f7430 100644
--- a/js/level.js
+++ b/js/level.js
@@ -14,10 +14,11 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(5)
- // b.giveGuns("wave beam")
+ // b.giveGuns("laser")
// mech.setField("negative mass field")
// for (let i = 0; i < 9; i++) {
- // b.giveMod("reaction inhibitor");
+ // b.giveMod("waste energy recycling");
+ // b.giveMod("field superposition");
// }
level.intro(); //starting level
@@ -71,7 +72,7 @@ const level = {
game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
game.CDScale /= 0.97 //mob CD time decreases each level
}
- if (game.difficulty < 1) game.difficulty = 1;
+ if (game.difficulty < 1) game.difficulty = 0;
game.healScale = 1 / (1 + game.difficulty * 0.09)
},
levelAnnounce() {
diff --git a/js/mobs.js b/js/mobs.js
index 970fedb..96544d9 100644
--- a/js/mobs.js
+++ b/js/mobs.js
@@ -965,6 +965,7 @@ const mobs = {
this.alive = false; //triggers mob removal in mob[i].replace(i)
if (this.dropPowerUp) {
powerUps.spawnRandomPowerUp(this.position.x, this.position.y, this.mass, radius);
+ mech.lastKillCycle = mech.cycle; //tracks the last time a kill was made, mostly used in game.checks()
if (Math.random() < b.modSpores) {
const len = Math.min(30, Math.floor(4 + this.mass * Math.random()))
for (let i = 0; i < len; i++) {
diff --git a/js/player.js b/js/player.js
index f960c57..357fd62 100644
--- a/js/player.js
+++ b/js/player.js
@@ -53,6 +53,7 @@ const mech = {
World.add(engine.world, mech.holdConstraint);
},
cycle: 0,
+ lastKillCycle: 0,
width: 50,
radius: 30,
fillColor: "#fff", //changed by mod piezoelectric plating (damage immunity)
@@ -652,7 +653,7 @@ const mech = {
throwChargeRate: 0,
throwChargeMax: 0,
fieldShieldingScale: 0,
- grabRange: 0,
+ fieldRange: 0,
fieldArc: 0,
fieldThreshold: 0,
calculateFieldThreshold() {
@@ -669,7 +670,6 @@ const mech = {
mech.holdingMassScale = 0.5;
mech.throwChargeRate = 2;
mech.throwChargeMax = 50;
- mech.grabRange = 175;
mech.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.isBodiesAsleep = true;
@@ -846,7 +846,7 @@ const mech = {
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
}
// const off = 2 * Math.cos(game.cycle * 0.1)
- const range = mech.grabRange - 20;
+ const range = mech.fieldRange - 20;
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, range, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
ctx.lineWidth = 2;
@@ -876,7 +876,7 @@ const mech = {
ctx.stroke();
},
grabPowerUp() { //look for power ups to grab with field
- const grabPowerUpRange2 = (mech.grabRange + 220) * (mech.grabRange + 220)
+ const grabPowerUpRange2 = (mech.fieldRange + 220) * (mech.fieldRange + 220)
for (let i = 0, len = powerUp.length; i < len; ++i) {
const dxP = mech.pos.x - powerUp[i].position.x;
const dyP = mech.pos.y - powerUp[i].position.y;
@@ -959,7 +959,7 @@ const mech = {
pushMobsFacing() { // find mobs in range and in direction looking
for (let i = 0, len = mob.length; i < len; ++i) {
if (
- Vector.magnitude(Vector.sub(mob[i].position, player.position)) < mech.grabRange &&
+ Vector.magnitude(Vector.sub(mob[i].position, player.position)) < mech.fieldRange &&
mech.lookingAt(mob[i]) &&
Matter.Query.ray(map, mob[i].position, mech.pos).length === 0
) {
@@ -968,7 +968,7 @@ const mech = {
}
}
},
- pushMobs360(range = mech.grabRange * 0.75) { // find mobs in range in any direction
+ pushMobs360(range = mech.fieldRange * 0.75) { // find mobs in range in any direction
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, mech.pos)) < range &&
@@ -983,7 +983,7 @@ const mech = {
// for (let i = 0, len = body.length; i < len; ++i) {
// if (
// body[i].speed > 12 && body[i].mass > 2 &&
- // Vector.magnitude(Vector.sub(body[i].position, mech.pos)) < mech.grabRange &&
+ // Vector.magnitude(Vector.sub(body[i].position, mech.pos)) < mech.fieldRange &&
// mech.lookingAt(body[i]) &&
// Matter.Query.ray(map, body[i].position, mech.pos).length === 0
// ) {
@@ -991,7 +991,7 @@ const mech = {
// }
// }
// },
- // pushBody360(range = mech.grabRange * 0.75) { // push all body in range and in direction looking
+ // pushBody360(range = mech.fieldRange * 0.75) { // push all body in range and in direction looking
// for (let i = 0, len = body.length; i < len; ++i) {
// if (
// body[i].speed > 12 && body[i].mass > 2 &&
@@ -1004,7 +1004,7 @@ const mech = {
// }
// }
// },
- lookForPickUp(range = mech.grabRange) { //find body to pickup
+ lookForPickUp(range = mech.fieldRange) { //find body to pickup
mech.fieldMeter -= mech.fieldRegen;
const grabbing = {
targetIndex: null,
@@ -1126,7 +1126,7 @@ const mech = {
description: "use energy to stop time
can fire bullets while field is active",
effect: () => {
mech.fieldFire = true;
- mech.grabRange = 130
+ // mech.fieldRange = 130
mech.isBodiesAsleep = false;
mech.hold = function () {
if (mech.isHolding) {
@@ -1192,9 +1192,9 @@ const mech = {
description: "use energy to emit damaging plasma
effective at close range",
effect: () => {
// mech.fieldShieldingScale = 2;
- // mech.grabRange = 125;
- mech.fieldArc = 0.1 //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
- mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
+ // mech.fieldRange = 125;
+ // mech.fieldArc = 0.1 //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
+ // mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.hold = function () {
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
@@ -1206,11 +1206,11 @@ const mech = {
mech.fieldMeter -= DRAIN;
mech.grabPowerUp();
mech.lookForPickUp();
- mech.pushMobs360(130);
+ mech.pushMobs360();
//calculate laser collision
let best;
- let range = 80 + (mech.crouch ? 500 : 300) * Math.sqrt(Math.random()) //+ 100 * Math.sin(mech.cycle * 0.3);
+ let range = mech.fieldRange * 0.5 + (mech.crouch ? 500 : 300) * Math.sqrt(Math.random()) //+ 100 * Math.sin(mech.cycle * 0.3);
const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
const path = [{
x: mech.pos.x + 20 * Math.cos(dir),
@@ -1337,7 +1337,7 @@ const mech = {
ctx.stroke();
//draw shield around player
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, 110, 0, 2 * Math.PI);
+ ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange * 0.75, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,0,255,0.05)"
ctx.fill();
// mech.pushBody360(100); //disabled because doesn't work at short range
@@ -1356,6 +1356,7 @@ const mech = {
{
name: "negative mass field",
description: "use energy to nullify gravity
launch larger blocks at much higher speeds",
+ fieldDrawRadius: 0,
effect: () => {
mech.fieldFire = true;
mech.throwChargeRate = 3;
@@ -1371,14 +1372,14 @@ const mech = {
const DRAIN = 0.00035
if (mech.fieldMeter > DRAIN) {
mech.grabPowerUp();
- mech.lookForPickUp(150);
- mech.pushMobs360(150);
+ mech.lookForPickUp();
+ mech.pushMobs360();
//look for nearby objects to make zero-g
function zeroG(who, mag = 1.06) {
for (let i = 0, len = who.length; i < len; ++i) {
sub = Vector.sub(who[i].position, mech.pos);
dist = Vector.magnitude(sub);
- if (dist < mech.grabRange) {
+ if (dist < mech.fieldRange) {
who[i].force.y -= who[i].mass * (game.g * mag); //add a bit more then standard gravity
}
}
@@ -1388,18 +1389,18 @@ const mech = {
if (keys[83] || keys[40]) { //down
player.force.y -= 0.5 * player.mass * mech.gravity;
- mech.grabRange = mech.grabRange * 0.97 + 400 * 0.03;
+ this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 400 * 0.03;
zeroG(powerUp, 0.7);
zeroG(body, 0.7);
} else if (keys[87] || keys[38]) { //up
mech.fieldMeter -= 5 * DRAIN;
- mech.grabRange = mech.grabRange * 0.97 + 850 * 0.03;
+ this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03;
player.force.y -= 1.45 * player.mass * mech.gravity;
zeroG(powerUp, 1.38);
zeroG(body, 1.38);
} else {
mech.fieldMeter -= DRAIN;
- mech.grabRange = mech.grabRange * 0.97 + 650 * 0.03;
+ this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03;
player.force.y -= 1.07 * player.mass * mech.gravity; // slow upward drift
zeroG(powerUp);
zeroG(body);
@@ -1420,7 +1421,7 @@ const mech = {
//draw zero-G range
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
+ ctx.arc(mech.pos.x, mech.pos.y, this.fieldDrawRadius, 0, 2 * Math.PI);
ctx.fillStyle = "#f5f5ff";
ctx.globalCompositeOperation = "difference";
ctx.fill();
@@ -1431,10 +1432,10 @@ const mech = {
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
mech.pickUp();
- mech.grabRange = 0
+ this.fieldDrawRadius = 0
} else {
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)
- mech.grabRange = 0
+ this.fieldDrawRadius = 0
}
mech.drawFieldMeter()
}
@@ -1454,29 +1455,29 @@ const mech = {
mech.throwBlock();
} else if (((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0)) { //not hold but field button is pressed
mech.grabPowerUp();
- mech.lookForPickUp(180);
+ mech.lookForPickUp();
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
} else {
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)
}
if (mech.fieldMeter > 0.1 && mech.fieldCDcycle < mech.cycle) {
- const grabRange1 = 90 + 60 * Math.sin(mech.cycle / 23)
- const grabRange2 = 85 + 70 * Math.sin(mech.cycle / 37)
- const grabRange3 = 80 + 80 * Math.sin(mech.cycle / 47)
- const netGrabRange = Math.max(grabRange1, grabRange2, grabRange3)
+ const fieldRange1 = (0.55 + 0.35 * Math.sin(mech.cycle / 23)) * mech.fieldRange
+ const fieldRange2 = (0.5 + 0.4 * Math.sin(mech.cycle / 37)) * mech.fieldRange
+ const fieldRange3 = (0.45 + 0.45 * Math.sin(mech.cycle / 47)) * mech.fieldRange
+ const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
ctx.fillStyle = "rgba(110,170,200," + (0.04 + mech.fieldMeter * (0.12 + 0.13 * Math.random())) + ")";
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI);
+ ctx.arc(mech.pos.x, mech.pos.y, fieldRange1, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, grabRange2, 0, 2 * Math.PI);
+ ctx.arc(mech.pos.x, mech.pos.y, fieldRange2, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI);
+ ctx.arc(mech.pos.x, mech.pos.y, fieldRange3, 0, 2 * Math.PI);
ctx.fill();
- mech.pushMobs360(netGrabRange);
- // mech.pushBody360(netGrabRange); //can't throw block when pushhing blocks away
+ mech.pushMobs360(netfieldRange);
+ // mech.pushBody360(netfieldRange); //can't throw block when pushhing blocks away
}
mech.drawFieldMeter()
}
@@ -1515,7 +1516,7 @@ const mech = {
name: "phase decoherence field",
description: "become intangible and invisible
drains energy as you move",
effect: () => {
- // mech.grabRange = 230
+ // mech.fieldRange = 230
mech.hold = function () {
mech.isStealth = false //isStealth disables most uses of foundPlayer()
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
@@ -1532,7 +1533,7 @@ const mech = {
player.collisionFilter.mask = cat.map
ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
+ ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fillStyle = `rgba(255,255,255,${mech.fieldMeter*0.5})`;
ctx.fill();
@@ -1542,7 +1543,7 @@ const mech = {
ctx.stroke();
mech.grabPowerUp();
- mech.lookForPickUp(110);
+ mech.lookForPickUp();
} else {
mech.fieldCDcycle = mech.cycle + 120;
}
@@ -1563,7 +1564,7 @@ const mech = {
// mech.fieldText();
// mech.setHoldDefaults();
// mech.hackProgress = 0;
- // // mech.grabRange = 230
+ // // mech.fieldRange = 230
// mech.hold = function () {
// mech.isStealth = false //isStealth is checked in mob foundPlayer()
// player.collisionFilter.mask = 0x010011
@@ -1580,7 +1581,7 @@ const mech = {
// //try to hack a mob
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
- // Vector.magnitude(Vector.sub(mob[i].position, this.pos)) < this.grabRange &&
+ // Vector.magnitude(Vector.sub(mob[i].position, this.pos)) < this.fieldRange &&
// this.lookingAt(mob[i]) &&
// Matter.Query.ray(map, mob[i].position, this.pos).length === 0
// ) {
@@ -1594,7 +1595,7 @@ const mech = {
// }
// } else { //hold the mob still
// mech.hackProgress++
- // range = this.grabRange * 0.9
+ // range = this.fieldRange * 0.9
// Matter.Body.setPosition(mob[i], {
// x: mech.pos.x + range * Math.cos(mech.angle),
// y: mech.pos.y + range * Math.sin(mech.angle),
diff --git a/style.css b/style.css
index 65dd4b8..5d29d30 100644
--- a/style.css
+++ b/style.css
@@ -16,11 +16,23 @@ canvas {
select {
font-size: 0.8em;
+ border: 1px #333 solid;
+ border-radius: 6px;
/* margin-bottom: -20px; */
/* position: "relative";
top: "-15px"; */
}
+input {
+ /* font-family: Monaco, monospace; */
+ padding: 0px 4px;
+ font-size: 0.8em;
+ border: 1px #333 solid;
+ border-radius: 4px;
+ /* margin: 0.2em; */
+ width: 38px;
+}
+
a {
text-decoration: none;
color: #08c;
@@ -154,7 +166,7 @@ summary {
padding: 10px;
line-height: 170%;
/* border-radius: 6px; */
- border: 2px #000 solid;
+ border: 2px #333 solid;
background-color: #fff;
font-size: 0.65em;
}
@@ -185,7 +197,7 @@ summary {
padding: 10px;
line-height: 170%;
/* border-radius: 6px; */
- border: 2px #000 solid;
+ border: 2px #333 solid;
background-color: #fff;
line-height: 170%;
diff --git a/todo.md b/todo.md
index 06fe58c..29fa7dc 100644
--- a/todo.md
+++ b/todo.md
@@ -1,10 +1,6 @@
-make a var that tracks the last time a kill was made
- mod - squirrel cage rotor - effect is only active for 10 seconds after killing a mob
- turn this off in game.checks()
- mod - do more damage for 10 seconds after killing a mob
- mod - energy or health regeneration for 10 seconds after killing a mob
- run this effect in game.checks()
+
\ No newline at end of file