double helix and timelike world line
This commit is contained in:
26
js/player.js
26
js/player.js
@@ -723,6 +723,7 @@ const mech = {
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fieldEnergyMax: 1, //can be increased by a mod
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holdingTarget: null,
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fieldShieldingScale: 1,
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timeSkipLastCycle: 0,
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// these values are set on reset by setHoldDefaults()
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fieldRange: 155,
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energy: 0,
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@@ -1339,7 +1340,32 @@ const mech = {
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cons[i].stiffness = 0;
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}
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}
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game.cycle--; //pause all functions that depend on game cycle increasing
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if (b.isModTimeSkip) {
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game.isTimeSkipping = true;
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mech.cycle++;
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game.gravity();
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Engine.update(engine, game.delta);
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// level.checkZones();
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// level.checkQuery();
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mech.move();
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game.checks();
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// mobs.loop();
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// mech.draw();
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mech.walk_cycle += mech.flipLegs * mech.Vx;
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// mech.hold();
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mech.energy += 0.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
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b.fire();
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// b.bulletRemove();
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b.bulletDo();
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game.isTimeSkipping = false;
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}
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// game.cycle--; //pause all functions that depend on game cycle increasing
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// if (b.isModTimeSkip && !game.isTimeSkipping) { //speed up the rate of time
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// game.timeSkip(1)
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// mech.energy += 1.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
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// }
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}
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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mech.wakeCheck();
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