added graphics to phase field and mod
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@@ -241,7 +241,6 @@ document.getElementById("build-button").addEventListener("click", () => { //setu
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let localSettings = JSON.parse(localStorage.getItem("localSettings"));
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let localSettings = JSON.parse(localStorage.getItem("localSettings"));
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// console.log(localSettings)
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// console.log(localSettings)
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if (localSettings) {
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if (localSettings) {
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console.log('exist')
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game.isBodyDamage = localSettings.isBodyDamage
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game.isBodyDamage = localSettings.isBodyDamage
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document.getElementById("body-damage").checked = localSettings.isBodyDamage
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document.getElementById("body-damage").checked = localSettings.isBodyDamage
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@@ -15,8 +15,8 @@ const level = {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(9)
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// level.difficultyIncrease(9)
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// b.giveGuns("wave beam")
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// b.giveGuns("wave beam")
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// mech.setField("phase decoherence field")
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mech.setField("phase decoherence field")
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// b.giveMod("wave phase velocity");
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b.giveMod("quantum dissipation");
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// b.giveMod("reflective cavity");
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// b.giveMod("reflective cavity");
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level.intro(); //starting level
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level.intro(); //starting level
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24
js/player.js
24
js/player.js
@@ -1615,9 +1615,31 @@ const mech = {
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for (let i = 0; i < inPlayer.length; i++) {
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for (let i = 0; i < inPlayer.length; i++) {
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if (inPlayer[i].shield) {
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if (inPlayer[i].shield) {
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mech.energy -= 0.01; //shields drain player energy
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mech.energy -= 0.01; //shields drain player energy
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//draw outline of shield
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ctx.fillStyle = `rgba(0, 204, 255,0.6)`
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ctx.fill()
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} else if (b.isModPhaseFieldDamage && mech.energy > 0.006 && inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
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} else if (b.isModPhaseFieldDamage && mech.energy > 0.006 && inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
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inPlayer[i].damage(0.2 * b.dmgScale); //damage mobs inside the player
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inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
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mech.energy -= 0.002;
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mech.energy -= 0.002;
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//draw outline of mob in a few random locations to show blurriness
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const vertices = inPlayer[i].vertices;
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const off = 30
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for (let k = 0; k < 3; k++) {
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const xOff = off * (Math.random() - 0.5)
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const yOff = off * (Math.random() - 0.5)
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ctx.beginPath();
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ctx.moveTo(xOff + vertices[0].x, yOff + vertices[0].y);
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for (let j = 1, len = vertices.length; j < len; ++j) {
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ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y);
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}
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ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y);
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// ctx.strokeStyle = "#000"
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// ctx.lineWidth = 1
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// ctx.stroke()
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ctx.fillStyle = "rgba(0,0,0,0.3)"
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ctx.fill()
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}
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break;
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break;
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}
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}
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}
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}
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6
todo.txt
6
todo.txt
@@ -2,8 +2,10 @@
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mod - vacuum bomb pulls shields off the mob
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mod - vacuum bomb pulls shields off the mob
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or just greatly damages shields during the suck phase if the pulling doesn't work
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or just greatly damages shields during the suck phase if the pulling doesn't work
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mod - vacuum bomb stuns after the explosion
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maybe it also does DoT damage
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mod - blocking with nano-scale is more efficient
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mod - blocking with nano-scale is more efficient, like perfect diamagnetism
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mod - time dilation - Quantum Recovery
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mod - time dilation - Quantum Recovery
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Expending all your energy while using the field will
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Expending all your energy while using the field will
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@@ -26,7 +28,7 @@ mobs - add in a function to the main loops that does injected code for each mob
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stun - blind, slow, but increased gravity effects
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stun - blind, slow, but increased gravity effects
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mod - flechettes mod for DoT poison damage
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mod - flechettes mod for DoT poison damage
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mod - grenade explosions stun enemies
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mod - grenade explosions stun enemies
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mod - give crystal minigun a slowing effect and rename it ice crystals
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mod - get your next recursive mod 3 times
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mod - get your next recursive mod 3 times
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are players aware of what a recursive mod is?
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are players aware of what a recursive mod is?
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