green health bar
community map clock by Cornbread 2100 health bar is now green added a damage bar (I'll probably add a setting to disable this next patch) wave gun has -15% ammo tech phonon has +25% ammo, and +10% damage JUNK tech stubs can now wall climb
This commit is contained in:
55
js/player.js
55
js/player.js
@@ -455,7 +455,8 @@ const m = {
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m.alive = false;
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simulation.paused = true;
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m.health = 0;
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document.getElementById("defense").style.display = "none"; //hide defense
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document.getElementById("defense-bar").style.display = "none"; //hide defense
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document.getElementById("damage-bar").style.display = "none"
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m.displayHealth();
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document.getElementById("text-log").style.display = "none"
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document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas
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@@ -511,11 +512,11 @@ const m = {
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// health display is a x^1.5 rule to make it seem like the player has lower health, this makes the player feel more excitement
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id.style.width = Math.floor(300 * m.maxHealth * Math.pow(m.health / m.maxHealth, 1.4)) + "px";
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//css animation blink if health is low
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if (m.health < 0.3) {
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id.classList.add("low-health");
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} else {
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id.classList.remove("low-health");
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}
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// if (m.health < 0.3) {
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// id.classList.add("low-health");
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// } else {
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// id.classList.remove("low-health");
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// }
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},
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addHealth(heal) {
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if (!tech.isEnergyHealth) {
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@@ -535,6 +536,7 @@ const m = {
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defaultFPSCycle: 0, //tracks when to return to normal fps
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immuneCycle: 0, //used in engine
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lastCalculatedDamage: 0, //used to decided if damage bar needs to be redrawn (in simulation.checks)
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lastCalculatedDefense: 0, //used to decided if defense bar needs to be redrawn (in simulation.checks)
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defense() {
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let dmg = 1
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@@ -3921,41 +3923,16 @@ const m = {
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}
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}
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this.drawRegenEnergyCloaking()
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//show sneak attack status
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//show sneak attack status
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// if (m.cycle > m.lastKillCycle + 240) {
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// if (m.sneakAttackCharge > 0) {
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if (m.sneakAttackCycle + Math.min(120, 0.7 * (m.cycle - m.enterCloakCycle)) > m.cycle) {
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// ctx.strokeStyle = "rgba(0,0,0,0.2)"
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// ctx.lineWidth = 1
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// ctx.fillStyle = "rgba(0,0,0,0.02)"
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// for (let i = 0; i < 4; i++) {
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// ctx.beginPath();
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// ctx.ellipse(m.pos.x, m.pos.y, 50, 30, 0.2 * m.cycle + i * Math.PI / 4, 0, 2 * Math.PI);
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// ctx.stroke()
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// // ctx.fill();
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// }
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ctx.strokeStyle = "rgba(0,0,0,0.5)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
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ctx.beginPath();
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ctx.arc(simulation.mouseInGame.x, simulation.mouseInGame.y, 16, 0, 2 * Math.PI);
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// ctx.lineWidth = 3
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ctx.fillStyle = "rgba(0,0,0,0.2)"
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ctx.fill();
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// const unit = Vector.add(m.pos, Vector.rotate({ x: 45, y: 0 }, 2 * Math.PI * Math.random()))
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// simulation.drawList.push({ //add dmg to draw queue
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// x: unit.x,
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// y: unit.y,
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// radius: 4 + 10 * Math.random(),
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// color: 'rgba(0, 0, 0, 0.1)',
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// time: 15
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// });
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}
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// if (m.sneakAttackCycle + Math.min(120, 0.7 * (m.cycle - m.enterCloakCycle)) > m.cycle) {
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// ctx.strokeStyle = "rgba(0,0,0,0.5)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
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// ctx.beginPath();
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// ctx.arc(simulation.mouseInGame.x, simulation.mouseInGame.y, 16, 0, 2 * Math.PI);
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// ctx.fillStyle = "rgba(0,0,0,0.2)"
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// ctx.fill();
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// }
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}
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}
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},
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