diff --git a/js/engine.js b/js/engine.js
index 96f9d75..f41da53 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -87,40 +87,40 @@ function collisionChecks(event) {
//body + player collision
- if (game.isBodyDamage) {
- if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
- collidePlayer(pairs[i].bodyB)
- } else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) {
- collidePlayer(pairs[i].bodyA)
- }
- }
+ // if (game.isBodyDamage) {
+ // if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
+ // collidePlayer(pairs[i].bodyB)
+ // } else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) {
+ // collidePlayer(pairs[i].bodyA)
+ // }
+ // }
- function collidePlayer(obj) {
- //player dmg from hitting a body
- if (obj.classType === "body" && mech.collisionImmuneCycle < mech.cycle) {
- const velocityThreshold = 13
- if (player.position.y > obj.position.y) { //block is above the player look at total momentum difference
- const velocityDiffMag = Vector.magnitude(Vector.sub(player.velocity, obj.velocity))
- if (velocityDiffMag > velocityThreshold) hit(velocityDiffMag - velocityThreshold)
- } else { //block is below player only look at horizontal momentum difference
- const velocityDiffMagX = Math.abs(obj.velocity.x - player.velocity.x)
- if (velocityDiffMagX > velocityThreshold) hit(velocityDiffMagX - velocityThreshold)
- }
+ // function collidePlayer(obj) {
+ // //player dmg from hitting a body
+ // if (obj.classType === "body" && mech.collisionImmuneCycle < mech.cycle) {
+ // const velocityThreshold = 13
+ // if (player.position.y > obj.position.y) { //block is above the player look at total momentum difference
+ // const velocityDiffMag = Vector.magnitude(Vector.sub(player.velocity, obj.velocity))
+ // if (velocityDiffMag > velocityThreshold) hit(velocityDiffMag - velocityThreshold)
+ // } else { //block is below player only look at horizontal momentum difference
+ // const velocityDiffMagX = Math.abs(obj.velocity.x - player.velocity.x)
+ // if (velocityDiffMagX > velocityThreshold) hit(velocityDiffMagX - velocityThreshold)
+ // }
- function hit(dmg) {
- mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
- dmg = Math.min(Math.max(Math.sqrt(dmg) * obj.mass * 0.01, 0.02), 0.15);
- mech.damage(dmg);
- game.drawList.push({ //add dmg to draw queue
- x: pairs[i].activeContacts[0].vertex.x,
- y: pairs[i].activeContacts[0].vertex.y,
- radius: dmg * 500,
- color: game.mobDmgColor,
- time: game.drawTime
- });
- }
- }
- }
+ // function hit(dmg) {
+ // mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
+ // dmg = Math.min(Math.max(Math.sqrt(dmg) * obj.mass * 0.01, 0.02), 0.15);
+ // mech.damage(dmg);
+ // game.drawList.push({ //add dmg to draw queue
+ // x: pairs[i].activeContacts[0].vertex.x,
+ // y: pairs[i].activeContacts[0].vertex.y,
+ // radius: dmg * 500,
+ // color: game.mobDmgColor,
+ // time: game.drawTime
+ // });
+ // }
+ // }
+ // }
// function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
// //player dmg from hitting a body
diff --git a/js/player.js b/js/player.js
index bdd507e..8fde508 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1938,7 +1938,7 @@ const mech = {
},
{
name: "pilot wave",
- description: "use energy to push blocks with your mouse
immune to damage from block collisions",
+ description: "use energy to push blocks with your mouse
field radius decreases out of line of sight",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write