diff --git a/js/level.js b/js/level.js
index 5bac4af..a549776 100644
--- a/js/level.js
+++ b/js/level.js
@@ -24,7 +24,7 @@ const level = {
// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
// b.giveGuns(0) // set a starting gun for testing
- mech.fieldUpgrades[4]() //give a field power up for testing
+ mech.fieldUpgrades[3]() //give a field power up for testing
} else {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
this[this.levels[this.onLevel]](); //picks the current map from the the levels array
diff --git a/js/mobs.js b/js/mobs.js
index bb66987..fec265c 100644
--- a/js/mobs.js
+++ b/js/mobs.js
@@ -98,12 +98,10 @@ const mobs = {
},
seePlayerFreq: 20 + Math.round(Math.random() * 20), //how often NPC checks to see where player is, lower numbers have better vision
foundPlayer() {
- if (!mech.isStealth) {
- this.locatePlayer();
- if (!this.seePlayer.yes) {
- this.alertNearByMobs();
- this.seePlayer.yes = true;
- }
+ this.locatePlayer();
+ if (!this.seePlayer.yes) {
+ this.alertNearByMobs();
+ this.seePlayer.yes = true;
}
},
lostPlayer() {
@@ -113,16 +111,18 @@ const mobs = {
},
memory: 120, //default time to remember player's location
locatePlayer() {
- // updates mob's memory of player location
- this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
- this.seePlayer.position.x = player.position.x;
- this.seePlayer.position.y = player.position.y;
- },
- locatePlayerByDist() {
- if (this.distanceToPlayer2() < this.locateRange) {
- this.locatePlayer();
+ if (!mech.isStealth) {
+ // updates mob's memory of player location
+ this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
+ this.seePlayer.position.x = player.position.x;
+ this.seePlayer.position.y = player.position.y;
}
},
+ // locatePlayerByDist() {
+ // if (this.distanceToPlayer2() < this.locateRange) {
+ // this.locatePlayer();
+ // }
+ // },
seePlayerCheck() {
if (!(game.cycle % this.seePlayerFreq)) {
if (
diff --git a/js/player.js b/js/player.js
index acc2f3e..8184e01 100644
--- a/js/player.js
+++ b/js/player.js
@@ -973,7 +973,7 @@ const mech = {
game.makeTextLog("Negative Mass Field
(right mouse or space bar)
field nullifies gravity
player can hold more massive objects
decreased field shielding efficiency
localized invisibility field
greatly decreased field shielding efficiency
player is invisible while field is active.
decreased field shielding efficiency