From bb811d9ff8f8d07893349303f6a9064af35b15dc Mon Sep 17 00:00:00 2001 From: landgreen Date: Mon, 14 Oct 2019 15:39:07 -0700 Subject: [PATCH] always on field for harmonic field --- js/player.js | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) 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() }