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:
landgreen
2023-03-12 17:23:51 -07:00
parent eecf763d82
commit be109bbb91
9 changed files with 1525 additions and 126 deletions

View File

@@ -679,7 +679,8 @@ const simulation = {
document.getElementById("splash").style.opacity = "0";
document.getElementById("dmg").style.display = "none";
document.getElementById("health-bg").style.display = "none";
document.getElementById("defense").style.display = "none"
document.getElementById("defense-bar").style.display = "none"
document.getElementById("damage-bar").style.display = "none"
document.body.style.cursor = "auto";
setTimeout(() => {
document.getElementById("experiment-button").style.opacity = "1";
@@ -716,7 +717,8 @@ const simulation = {
document.getElementById("dmg").style.display = "inline";
document.getElementById("health").style.display = "inline"
document.getElementById("health-bg").style.display = "inline";
document.getElementById("defense").style.display = "inline"
document.getElementById("defense-bar").style.display = "inline"
document.getElementById("damage-bar").style.display = "inline"
document.getElementById("tech").style.display = "inline"
document.getElementById("guns").style.display = "inline"
@@ -1138,28 +1140,28 @@ const simulation = {
//update defense bar
const defense = m.defense()
if (m.lastCalculatedDefense !== defense) {
document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
// if (m.lastCalculatedDefense === 1) document.getElementById("defense").style.display = "inline"
// if (defense === 1) document.getElementById("defense").style.display = "none"
// if (m.lastCalculatedDefense === 1) document.getElementById("defense-bar").style.display = "inline"
// if (defense === 1) document.getElementById("defense-bar").style.display = "none"
// Math.pow(m.defense(), 0.13)
m.lastCalculatedDefense = defense
// console.log(defense)
}
// const defense = m.defense()
// if (m.lastCalculatedDefense !== defense) {
// if (m.lastCalculatedDefense === 1) {
// document.getElementById("defense").style.display = "inline"
// requestAnimationFrame(() => { document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px"; })
// } else if (defense === 1) {
// document.getElementById("defense").style.display = "none"
// document.getElementById("defense").style.width = "0px";
// } else {
// document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
// }
// m.lastCalculatedDefense = defense
// console.log(defense)
// }
//update damage bar
const damage = tech.damageFromTech()
if (m.lastCalculatedDamage !== damage) {
canvas.width
// document.getElementById("damage-bar").style.width = Math.floor(Math.atan(damage - 1) / 6.28 * canvas.width) + "px";
document.getElementById("damage-bar").style.height = Math.floor(Math.atan(damage - 1) / 3.14 * canvas.height) + "px";
m.lastCalculatedDamage = damage
console.log(damage)
}
}
if (!(m.cycle % 60)) { //once a second
//energy overfill