diff --git a/.DS_Store b/.DS_Store index b8f4515..c4ede1b 100644 Binary files a/.DS_Store and b/.DS_Store differ diff --git a/js/bullet.js b/js/bullet.js index 796b64c..c340e9f 100644 --- a/js/bullet.js +++ b/js/bullet.js @@ -95,18 +95,21 @@ const b = { }, outOfAmmo() { //triggers after firing when you have NO ammo simulation.makeTextLog(`${b.guns[b.activeGun].name}.ammo: 0`); - m.fireCDcycle = m.cycle + 30; //fire cooldown - if (tech.isAmmoFromHealth && m.maxHealth > 0.01) { - tech.extraMaxHealth -= 0.01 //decrease max health - m.setMaxHealth(); + m.fireCDcycle = m.cycle + 30; //fire cooldown + if (tech.isAmmoFromHealth) { + if (tech.isEnergyHealth) { + tech.healMaxEnergyBonus -= 0.01 + m.setMaxEnergy(); + } else if (m.maxHealth > 0.01) { + tech.extraMaxHealth -= 0.01 //decrease max health + m.setMaxHealth(); + } for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo"); - // if (m.health > 0.03) { - // m.damage(0.03 / m.harmReduction()); // /m.harmReduction() undoes damage increase from difficulty - // if (!(tech.isRewindAvoidDeath && m.energy > 0.66)) { //don't give ammo if CPT triggered - // - // } - // } } + // if (tech.isAmmoFromHealth && m.maxHealth > 0.01) { + // tech.extraMaxHealth -= 0.01 //decrease max health + // m.setMaxHealth(); + // } }, giveGuns(gun = "random", ammoPacks = 10) { if (tech.isOneGun) b.removeAllGuns(); @@ -3794,8 +3797,8 @@ const b = { } if (tech.isShotgunReversed) { - player.force.x += 2 * knock * Math.cos(m.angle) - player.force.y += 2 * knock * Math.sin(m.angle) - 6 * player.mass * simulation.g + player.force.x += 4 * knock * Math.cos(m.angle) + player.force.y += 4 * knock * Math.sin(m.angle) - 6 * player.mass * simulation.g } else if (tech.isShotgunRecoil) { m.fireCDcycle -= 0.66 * (45 * b.fireCDscale) player.force.x -= 2 * knock * Math.cos(m.angle) diff --git a/js/index.js b/js/index.js index 0017e50..f6fb5a8 100644 --- a/js/index.js +++ b/js/index.js @@ -106,7 +106,7 @@ window.addEventListener('load', () => { simulation.difficultyMode = Number(set[property]) document.getElementById("difficulty-select-experiment").value = Number(set[property]) } - if (property === "level") document.getElementById("starting-level").value = Number(set[property]) + if (property === "level") document.getElementById("starting-level").value = Math.max(Number(set[property]) - 1, 0) if (property === "noPower") document.getElementById("no-power-ups").checked = Number(set[property]) } } @@ -275,7 +275,7 @@ const build = { document.getElementById("pause-grid-right").style.display = "none" window.scrollTo(0, 0); }, - isExperimentSelection: true, + isExperimentSelection: false, choosePowerUp(who, index, type, isAllowed = false) { if (type === "gun") { let isDeselect = false @@ -413,7 +413,7 @@ const build = {
-
starting level:
+
starting level: