more pulse balance, and general balance
This commit is contained in:
13
js/player.js
13
js/player.js
@@ -301,7 +301,7 @@ const mech = {
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game.clearNow = true; //triggers a map reset
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//count mods
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let totalMods = -2; //lose the immortality mod and one more, so -2
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let totalMods = -2; //lose 2 mods for balance reasons
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for (let i = 0; i < b.mods.length; i++) {
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if (b.mods[i].have) totalMods++
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}
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@@ -311,9 +311,9 @@ const mech = {
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for (let i = 0; i < totalMods; i++) {
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//find what mods I don't have
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let options = [];
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for (let i = 0; i < b.mods.length; i++) {
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for (let i = 0, len = b.mods.length; i < len; i++) {
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//can't get quantum immortality again
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if (i !== 7 && !b.mods[i].have) options.push(i);
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if (b.mods[i].name !== "quantum immortality" && !b.mods[i].have) options.push(i);
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}
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//add a new mod
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if (options.length > 0) {
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@@ -1287,15 +1287,14 @@ const mech = {
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ctx.lineWidth = 2 * Math.random();
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ctx.stroke();
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//draw shield around player
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const pushRange = 110;
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, pushRange, 0, 2 * Math.PI);
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ctx.arc(mech.pos.x, mech.pos.y, 110, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(255,0,255,0.05)"
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ctx.fill();
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mech.grabPowerUp();
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mech.lookForPickUp();
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mech.pushMobs360(pushRange);
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mech.pushMobs360(120);
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// mech.pushBody360(100); //disabled because doesn't work at short range
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} else {
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mech.fieldCDcycle = mech.cycle + 120; //if out of energy
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@@ -1398,7 +1397,7 @@ const mech = {
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},
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{
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name: "standing wave harmonics",
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description: "three oscillating <strong>shields</strong> are perminantly active<br><strong class='color-f'>energy</strong> regenerates at normal rate",
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description: "three oscillating <strong>shields</strong> are perminantly active<br><strong class='color-f'>energy</strong> regenerates while field is active",
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effect: () => {
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mech.fieldMode = 4;
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mech.fieldText();
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