From b2ac1be067af1db8bfcdf3f562927edb1925bf55 Mon Sep 17 00:00:00 2001 From: landgreen Date: Fri, 27 Sep 2019 06:52:32 -0700 Subject: [PATCH] kinetic field balance --- js/player.js | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/js/player.js b/js/player.js index 8e10a00..65d3420 100644 --- a/js/player.js +++ b/js/player.js @@ -881,16 +881,23 @@ const mech = { mech.throwChargeRate = 3; //0.5 mech.throwChargeMax = 150; //50 //passive field does extra damage - // mech.grabRange = 200; - mech.fieldArc = 0.01; mech.fieldDamage = 2; + // const startingArc = 0. + mech.fieldArc = 0.05 + const STARTING_RANGE = 30 + mech.grabRange = STARTING_RANGE; + mech.hold = function () { if (mech.isHolding) { mech.drawHold(mech.holdingTarget); mech.holding(); mech.throw(); } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.15) { //not hold but field button is pressed + + //smoothing function to grow range + mech.grabRange = mech.grabRange * 0.94 + 200 * 0.06 + //draw field const range = mech.grabRange - 20; ctx.beginPath(); @@ -917,8 +924,10 @@ const mech = { mech.lookForPickUp(); } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released mech.pickUp(); + mech.grabRange = STARTING_RANGE; } else { 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) + mech.grabRange = STARTING_RANGE; } mech.drawFieldMeter() }