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