working on mod display
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@@ -53,9 +53,9 @@ const powerUps = {
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while (mode === b.mod) {
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mode = Math.floor(Math.random() * b.mods.length)
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}
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b.mods[mode](); //choose random upgrade that you don't already have
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b.mods[mode].effect(); //choose random upgrade that you don't already have
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} else {
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b.mods[this.mode](); //set a predetermined power up
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b.mods[this.mode].effect(); //set a predetermined power up
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}
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if (previousMode != null) { //pop the old field out in case player wants to swap back
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mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
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@@ -109,8 +109,12 @@ const powerUps = {
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effect() {
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//find what guns I don't have
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let options = [];
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for (let i = 0; i < b.guns.length; ++i) {
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if (!b.guns[i].have) options.push(i);
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if (b.activeGun === null) { //the first gun is good for the early game
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options = [0, 1, 2, 3, 4, 5, 6, 8, 9, 12]
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} else {
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for (let i = 0; i < b.guns.length; ++i) {
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if (!b.guns[i].have) options.push(i);
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}
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}
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//give player a gun they don't already have if possible
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if (options.length > 0) {
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@@ -125,9 +129,9 @@ const powerUps = {
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);
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}
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if (b.inventory.length === 1) { //on the second gun pick up tell player how to change guns
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game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br>(left click)<br>(<strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons)<p>${b.guns[newGun].description}</p>`, 1000);
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game.makeTextLog(`(<strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons)<br><br><strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><span class='faded'>(left click)</span><p>${b.guns[newGun].description}</p>`, 1000);
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} else {
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game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br> (left click)<p>${b.guns[newGun].description}</p>`, 1000);
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game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><span class='faded'>(left click)</span><p>${b.guns[newGun].description}</p>`, 1000);
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}
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b.guns[newGun].have = true;
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b.inventory.push(newGun);
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