tungsten carbide
removed tech: supersaturation - 50 max health tech: tungsten carbide - gain 100 max health, but take falling damage supercapacitor renamed Maxwell's demon energy above your max decays 92% slower. add 16 junk tech (was 70% with no junk tech) mine synthesis renamed booby trap spawns a mine when ever you pick up a power up, add 9 junk tech
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18
js/player.js
18
js/player.js
@@ -207,27 +207,11 @@ const m = {
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m.crouch = true;
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m.yOffGoal = m.yOffWhen.crouch;
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if ((playerHead.position.y - player.position.y) < 0) {
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Matter.Body.setPosition(playerHead, {
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x: player.position.x,
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y: player.position.y + 9.1740767
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})
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// Matter.Body.translate(playerHead, {
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// x: 0,
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// y: 40
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// });
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}
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// playerHead.collisionFilter.group = -1
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// playerHead.collisionFilter.category = 0
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// playerHead.collisionFilter.mask = -1
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// playerHead.isSensor = true; //works, but has a 2 second lag...
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// collisionFilter: {
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// group: 0,
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// category: cat.player,
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// mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
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// },
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}
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},
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undoCrouch() {
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@@ -502,7 +486,7 @@ const m = {
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},
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baseHealth: 1,
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setMaxHealth() {
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m.maxHealth = m.baseHealth + tech.bonusHealth + tech.armorFromPowerUps
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m.maxHealth = m.baseHealth + tech.armorFromPowerUps + tech.isFallingDamage //+ tech.bonusHealth
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document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px`
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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