diff --git a/js/level.js b/js/level.js index eaae19a..75fae2c 100644 --- a/js/level.js +++ b/js/level.js @@ -14,7 +14,7 @@ const level = { if (game.levelsCleared === 0) { this.intro(); //starting level // b.giveGuns(0) // set a starting gun for testing - // mech.fieldUpgrades[3]() //give a field power up for testing + // mech.fieldUpgrades[2]() //give a field power up for testing // game.levelsCleared = 3; //for testing to simulate possible mobs spawns // this.bosses(); // this.testingMap(); diff --git a/js/player.js b/js/player.js index b4f4069..02d8aa8 100644 --- a/js/player.js +++ b/js/player.js @@ -815,7 +815,7 @@ const mech = { }, () => { mech.fieldMode = 1; - game.makeTextLog("

Time Dilation Field

field emitter slows time around the player", 1000); + game.makeTextLog("Time Dilation Field
(left mouse or space bar)

field emitter slows objects in range

", 1000); mech.setHoldDefaults(); mech.fieldArc = 1; //field covers full 360 degrees mech.calculateFieldThreshold(); @@ -825,7 +825,7 @@ const mech = { mech.drawHold(mech.holdingTarget); mech.holding(); mech.throw(); - } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down + } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { const DRAIN = 0.0035 //mech.fieldRegen = 0.0015 if (mech.fieldMeter > DRAIN) { mech.fieldMeter -= DRAIN; @@ -870,7 +870,7 @@ const mech = { }, () => { mech.fieldMode = 2; - game.makeTextLog("

Kinetic Energy Field

field emitter does damage on contact
blocks are thrown at a higher velocity", 1000); + game.makeTextLog("Kinetic Energy Field
(left mouse or space bar)

field emitter does damage on contact
blocks are thrown at a higher velocity

", 1000); mech.setHoldDefaults(); //throw quicker and harder mech.throwChargeRate = 3; //0.5 @@ -920,7 +920,7 @@ const mech = { }, () => { mech.fieldMode = 3; - game.makeTextLog("

Negative Mass Field

field emitter nullifies gravity around player
field emitter can hold more massive objects", 1000); + game.makeTextLog("Negative Mass Field
(left mouse or space bar)

field emitter nullifies gravity around player
field emitter can hold more massive objects

", 1000); mech.setHoldDefaults(); mech.holdingMassScale = 0.05; //can hold heavier blocks mech.fieldArc = 1; //field covers full 360 degrees @@ -932,7 +932,7 @@ const mech = { mech.drawHold(mech.holdingTarget); mech.holding(); mech.throw(); - } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down //push away + } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //push away const DRAIN = 0.0025 //mech.fieldRegen = 0.0015 if (mech.fieldMeter > DRAIN) { mech.fieldMeter -= DRAIN; @@ -948,11 +948,12 @@ const mech = { } } } - // zeroG(powerUp); + // zeroG(powerUp); /no point to zero G power ups because the field just sucks them in. zeroG(body); player.force.y -= player.mass * mech.gravity; // + 0.005 * Math.sin(game.cycle / 10); //wobble - //add player vertical friction to reduce map jump craziness + + //add player vertical friction to reduce map jump exploits Matter.Body.setVelocity(player, { x: player.velocity.x, y: player.velocity.y * 0.99 @@ -967,7 +968,7 @@ const mech = { ctx.globalCompositeOperation = "source-over"; } else { - //trigger cooldown + //trigger cool down mech.fieldCDcycle = game.cycle + 120; } } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldCDcycle < game.cycle) { //holding, but field button is released @@ -980,7 +981,7 @@ const mech = { }, () => { mech.fieldMode = 4; - game.makeTextLog("

Zero-Point Energy Field

energy regeneration is improved
field emitter is extended to a circle around the player", 1000); + game.makeTextLog("Zero-Point Energy Field
(left mouse or space bar)

improved energy regeneration
field emitter surrounds player

", 1000); mech.setHoldDefaults(); mech.fieldRegen = 0.01; //0.0015 mech.fieldArc = 1; //field covers full 360 degrees @@ -1016,7 +1017,7 @@ const mech = { // mech.drawHold(mech.holdingTarget); // mech.holding(); // mech.throw(); - // } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down + // } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { // if (mech.fieldMeter > mech.fieldRegen * 1.15) { // mech.fieldMeter -= mech.fieldRegen * 1.15; // const range = 900; @@ -1130,7 +1131,7 @@ const mech = { // mech.drawHold(mech.holdingTarget); // mech.holding(); // mech.throw(); - // } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down + // } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { // if (mech.fieldMeter > mech.fieldRegen) { // // mech.fieldMeter -= mech.fieldRegen // const range = 165; @@ -1191,7 +1192,7 @@ const mech = { // mech.drawHold(mech.holdingTarget); // mech.holding(); // mech.throw(); - // } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down //push away + // } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //push away // if (mech.fieldMeter > 0.005) { // mech.fieldMeter -= 0.005;