mass-energy mod rework

This commit is contained in:
landgreen
2020-02-10 04:42:38 -08:00
parent b6604643db
commit c9dba2ac1c
5 changed files with 38 additions and 23 deletions

View File

@@ -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;