added graphics to phase field and mod

This commit is contained in:
landgreen
2020-03-05 18:01:13 -08:00
parent c2b77579f7
commit 76105ea77f
4 changed files with 29 additions and 6 deletions

View File

@@ -241,7 +241,6 @@ document.getElementById("build-button").addEventListener("click", () => { //setu
let localSettings = JSON.parse(localStorage.getItem("localSettings"));
// console.log(localSettings)
if (localSettings) {
console.log('exist')
game.isBodyDamage = localSettings.isBodyDamage
document.getElementById("body-damage").checked = localSettings.isBodyDamage

View File

@@ -15,8 +15,8 @@ const level = {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(9)
// b.giveGuns("wave beam")
// mech.setField("phase decoherence field")
// b.giveMod("wave phase velocity");
mech.setField("phase decoherence field")
b.giveMod("quantum dissipation");
// b.giveMod("reflective cavity");
level.intro(); //starting level

View File

@@ -1615,9 +1615,31 @@ const mech = {
for (let i = 0; i < inPlayer.length; i++) {
if (inPlayer[i].shield) {
mech.energy -= 0.01; //shields drain player energy
//draw outline of shield
ctx.fillStyle = `rgba(0, 204, 255,0.6)`
ctx.fill()
} else if (b.isModPhaseFieldDamage && mech.energy > 0.006 && inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
inPlayer[i].damage(0.2 * b.dmgScale); //damage mobs inside the player
inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
mech.energy -= 0.002;
//draw outline of mob in a few random locations to show blurriness
const vertices = inPlayer[i].vertices;
const off = 30
for (let k = 0; k < 3; k++) {
const xOff = off * (Math.random() - 0.5)
const yOff = off * (Math.random() - 0.5)
ctx.beginPath();
ctx.moveTo(xOff + vertices[0].x, yOff + vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y);
}
ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y);
// ctx.strokeStyle = "#000"
// ctx.lineWidth = 1
// ctx.stroke()
ctx.fillStyle = "rgba(0,0,0,0.3)"
ctx.fill()
}
break;
}
}