font spacing, gun discriptions, game balance
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@@ -8,9 +8,10 @@ const powerUps = {
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return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
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},
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effect() {
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let heal = this.size / 40;
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mech.addHealth(heal * heal);
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//game.makeTextLog('heal for '+(heal*100).toFixed(0)+'%',80)
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let heal = (this.size / 40) ** 2
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heal = Math.min(1 - mech.health, heal)
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mech.addHealth(heal);
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if (!game.lastLogTime && heal > 0) game.makeTextLog('heal for ' + (heal * 100).toFixed(0) + '%', 180)
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}
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},
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field: {
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@@ -37,20 +38,6 @@ const powerUps = {
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mech.fieldCDcycle = game.cycle + 60; //trigger fieldCD to stop power up grab automatic pick up of spawn
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powerUps.spawn(mech.pos.x, mech.pos.y, "field", false, previousMode);
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}
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// mech.fieldUpgrades[3]();
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//pause game so player can read above the new field
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// game.fpsCap = 0 //40 - Math.min(25, 100 * dmg)
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// game.fpsInterval = 1000 / game.fpsCap;
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// function unpause() {
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// game.fpsCap = 72
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// game.fpsInterval = 1000 / game.fpsCap;
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// document.body.removeEventListener("keydown", unpause);
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// }
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// document.body.addEventListener("keydown", unpause);
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}
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},
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ammo: {
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@@ -80,13 +67,13 @@ const powerUps = {
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}
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if (target.ammo === Infinity) {
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mech.fieldMeter = 1;
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game.makeTextLog("+energy", 180);
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if (!game.lastLogTime) game.makeTextLog("+energy", 180);
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} else {
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//ammo given scales as mobs take more hits to kill
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const ammo = Math.ceil((target.ammoPack * (0.70 + 0.2 * Math.random())) / b.dmgScale);
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const ammo = Math.ceil((target.ammoPack * (0.55 + 0.1 * Math.random())) / b.dmgScale);
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target.ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
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if (!game.lastLogTime) game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
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}
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}
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},
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@@ -114,18 +101,10 @@ const powerUps = {
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Infinity
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);
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}
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if (b.inventory.length === 1) {
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game.makeTextLog(
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// "<div style='font-size:120%;' >new gun: " + b.guns[newGun].name + "</div><span class = 'box'>E</span> / <span class = 'box'>Q</span>",
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"<div style='font-size:170%;'>" + b.guns[newGun].name + "</div> (left click) <br> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>",
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500
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);
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if (b.inventory.length === 1) { //on the second gun pick up tell player how to change guns
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game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br>(left click)<br>(<strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons)<p>${b.guns[newGun].description}</p>`, 1000);
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} else {
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game.makeTextLog(
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// "<div style='font-size:120%;' >new gun: " + b.guns[newGun].name + "</div><span class = 'box'>E</span> / <span class = 'box'>Q</span>",
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"<div style='font-size:170%;'>" + b.guns[newGun].name + "</div> (left click)",
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400
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);
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game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br> (left click)<p>${b.guns[newGun].description}</p>`, 1000);
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}
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b.guns[newGun].have = true;
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b.inventory.push(newGun);
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@@ -150,7 +129,7 @@ const powerUps = {
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if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
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return;
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}
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if (Math.random() < 0.006 * (6 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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if (Math.random() < 0.005 * (6 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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powerUps.spawn(x, y, "gun");
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return;
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}
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