mass-energy mod rework
This commit is contained in:
11
js/player.js
11
js/player.js
@@ -684,9 +684,10 @@ const mech = {
|
||||
ctx.fillRect(xOff, yOff, range * mech.fieldEnergyMax, 10);
|
||||
ctx.fillStyle = "#0cf";
|
||||
ctx.fillRect(xOff, yOff, range * mech.fieldMeter, 10);
|
||||
} else {
|
||||
mech.fieldMeter = mech.fieldEnergyMax
|
||||
}
|
||||
// else {
|
||||
// mech.fieldMeter = mech.fieldEnergyMax
|
||||
// }
|
||||
},
|
||||
lookingAt(who) {
|
||||
//calculate a vector from body to player and make it length 1
|
||||
@@ -891,8 +892,8 @@ const mech = {
|
||||
});
|
||||
if (dist2 < 5000) { //use power up if it is close enough
|
||||
if (b.isModMassEnergy) {
|
||||
mech.fieldMeter = mech.fieldEnergyMax;
|
||||
mech.addHealth(0.05);
|
||||
mech.fieldMeter = mech.fieldEnergyMax * 1.5;
|
||||
// mech.addHealth(0.01);
|
||||
}
|
||||
Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
|
||||
x: player.velocity.x + ((powerUp[i].velocity.x * powerUp[i].mass) / player.mass) * 0.3,
|
||||
@@ -1523,7 +1524,7 @@ const mech = {
|
||||
mech.holding();
|
||||
mech.throwBlock();
|
||||
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
|
||||
const DRAIN = 0.0002 + 0.00027 * player.speed
|
||||
const DRAIN = 0.00015 + 0.00027 * player.speed
|
||||
if (mech.fieldMeter > DRAIN) {
|
||||
mech.fieldMeter -= DRAIN;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user