added option for community maps

This commit is contained in:
landgreen
2020-04-05 05:16:09 -07:00
parent 7dbb74a3ad
commit 8bcc038b81
6 changed files with 47 additions and 26 deletions

View File

@@ -1751,17 +1751,16 @@ const mech = {
isEasyToAim: true,
effect: () => {
mech.fieldFire = true;
mech.fieldMeterColor = "#fff"
mech.fieldPhase = 0
mech.fieldMeterColor = "#fff";
mech.fieldPhase = 0;
mech.hold = function () {
function drawField(radius) {
radius *= 0.7 + 0.7 * mech.energy
const rotate = mech.cycle * 0.005
const amplitude = 0.06
mech.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.min(mech.energy, 1))
const off1 = 1 + amplitude * Math.sin(mech.fieldPhase) //+ 0.07 * Math.sin(mech.cycle * 0.05)
const off2 = 1 - amplitude * Math.sin(mech.fieldPhase) //+ 0.07 * Math.sin(mech.cycle * 0.05)
radius *= 0.6 + 0.7 * mech.energy * b.modRenormalization;
const rotate = mech.cycle * 0.005;
mech.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.min(mech.energy, 1));
const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
ctx.beginPath();
ctx.ellipse(mech.pos.x, mech.pos.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*mech.energy})`;
@@ -1770,7 +1769,7 @@ const mech = {
ctx.globalCompositeOperation = "source-over";
ctx.clip();
if (mech.fireCDcycle > mech.cycle) {
if (mech.fireCDcycle > mech.cycle && (keys[32] || game.mouseDownRight)) {
ctx.lineWidth = 5;
ctx.strokeStyle = `rgba(0, 204, 255,1)`
ctx.stroke()
@@ -1788,7 +1787,7 @@ const mech = {
mech.grabPowerUp();
mech.lookForPickUp();
const DRAIN = (0.0005 + 0.0001 * player.speed) * (mech.fireCDcycle > mech.cycle ? 4 : 1) //game.mouseDown
const DRAIN = (0.0005 + 0.0001 * player.speed) * (mech.fireCDcycle > mech.cycle ? 10 / b.modRenormalization : 1) //game.mouseDown
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0.001) {
@@ -1842,7 +1841,7 @@ const mech = {
} else {
// this.fieldRange = 3000
if (this.fieldRange < 2000 && mech.holdingTarget === null) {
this.fieldRange += 200
this.fieldRange += 20
drawField(this.fieldRange)
}
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)