diff --git a/js/player.js b/js/player.js
index e424564..303297c 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1042,25 +1042,31 @@ const mech = {
},
() => {
mech.fieldMode = 4;
- game.makeTextLog("Standing Wave Harmonics
(right mouse or space bar)
oscillating shields surround player
improved field shielding efficiency
", 1200);
+ game.makeTextLog("Standing Wave Harmonics
(right mouse or space bar) oscillating shields always surround player
decreased field regeneration
", 1200);
mech.setHoldDefaults();
- mech.fieldShieldingScale = 0.15;
- // mech.fieldRegen = 0.005; //0.0015
- // mech.fieldArc = 1; //field covers full 360 degrees
+ // mech.fieldShieldingScale = 0.5;
+ mech.fieldRegen = 0.0008; //0.0015
+ // mech.fieldArc = 0.1; //field covers full 360 degrees
// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.hold = function () {
- grabRange1 = 100 + 95 * Math.sin(game.cycle / 23)
- grabRange2 = 105 + 85 * Math.sin(game.cycle / 37)
- grabRange3 = 90 + 90 * Math.sin(game.cycle / 47)
- mech.grabRange = Math.max(grabRange1, grabRange2, grabRange3)
-
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throw();
} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
-
+ mech.grabPowerUp();
+ mech.lookForPickUp(180);
+ } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
+ mech.pickUp();
+ } 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)
+ }
+ if (mech.fieldMeter > 0.1) {
+ const grabRange1 = 100 + 95 * Math.sin(game.cycle / 23)
+ const grabRange2 = 105 + 85 * Math.sin(game.cycle / 37)
+ const grabRange3 = 90 + 90 * Math.sin(game.cycle / 47)
+ mech.grabRange = Math.max(grabRange1, grabRange2, grabRange3)
ctx.fillStyle = "rgba(110,170,200," + (0.15 + 0.15 * Math.random()) + ")";
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI);
@@ -1071,13 +1077,7 @@ const mech = {
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI);
ctx.fill();
- mech.grabPowerUp();
- mech.pushMobs360(mech.grabRange + 25);
- mech.lookForPickUp(180);
- } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
- mech.pickUp();
- } 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.pushMobs360(mech.grabRange);
}
mech.drawFieldMeter()
}