diff --git a/js/bullets.js b/js/bullets.js index f291555..d1a5ed8 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -461,7 +461,7 @@ const b = { maxCount: 1, count: 0, allowed() { - return b.modCollisionImmuneCycles > 120 + return b.modCollisionImmuneCycles > 30 }, requires: "Pauli exclusion", effect() { @@ -744,7 +744,7 @@ const b = { }, requires: "minigun", effect() { - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "minigun") { b.guns[i].ammoPack = Infinity b.guns[i].recordedAmmo = b.guns[i].ammo @@ -755,7 +755,7 @@ const b = { } }, remove() { - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "minigun") { b.guns[i].ammoPack = b.guns[i].defaultAmmoPack; b.guns[i].ammo = b.guns[i].recordedAmmo @@ -809,21 +809,21 @@ const b = { effect() { b.isModFlechetteMultiShot = true; //cut current ammo by 1/3 - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3); } //cut ammo packs by 1/3 - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3); } game.updateGunHUD(); }, remove() { b.isModFlechetteMultiShot = false; - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3); } - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack; } game.updateGunHUD(); @@ -889,12 +889,12 @@ const b = { }, requires: "flak", effect() { - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 + this.count); } }, remove() { - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack; } } @@ -2320,7 +2320,7 @@ const b = { const END = Math.floor(mech.crouch ? 30 : 18); const side1 = 17 * b.modBulletSize const side2 = 4 * b.modBulletSize - const totalBullets = 5 + const totalBullets = 6 const angleStep = (mech.crouch ? 0.06 : 0.25) / totalBullets let dir = mech.angle - angleStep * totalBullets / 2; @@ -2337,7 +2337,7 @@ const b = { bullet[me].endCycle = 2 * i + game.cycle + END bullet[me].restitution = 0; bullet[me].friction = 1; - bullet[me].explodeRad = (mech.crouch ? 95 : 70) + (Math.random() - 0.5) * 50; + bullet[me].explodeRad = (mech.crouch ? 95 : 75) + (Math.random() - 0.5) * 50; bullet[me].onEnd = function () { b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end } diff --git a/js/index.js b/js/index.js index 74b043d..0c6926f 100644 --- a/js/index.js +++ b/js/index.js @@ -241,6 +241,7 @@ 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 @@ -266,6 +267,7 @@ if (localSettings) { localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage document.getElementById("body-damage").checked = localSettings.isBodyDamage document.getElementById("track-pad-mode").checked = localSettings.isEasyToAimMode + game.isEasyToAimMode = localSettings.isEasyToAimMode document.getElementById("difficulty-select").value = localSettings.difficultyMode document.getElementById("fps-select").value = localSettings.fpsCapDefault } diff --git a/todo.txt b/todo.txt index 1d8143c..ae6b76b 100644 --- a/todo.txt +++ b/todo.txt @@ -1,5 +1,12 @@ ************** TODO - n-gon ************** +bug getting stuck in crouch mode + press T to see it visually + happened twice + once right after selecting a mod lots of blocks around + I don't think I was holding a block + might have been standing on a block... not sure + mobs - add in a function to the main loops that does injected code for each mob each mob would get an object with a game.cycle for ending and a method to run each cycle until the end is met this could be a DOT, graphics, slow