kinetic field balance

This commit is contained in:
landgreen
2019-09-27 06:52:32 -07:00
parent cf159f26fd
commit b2ac1be067

View File

@@ -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()
}