reworked text display, with colors

This commit is contained in:
landgreen
2019-11-03 15:54:34 -08:00
parent 3185c8c180
commit ed993eea21
8 changed files with 212 additions and 316 deletions

View File

@@ -29,7 +29,7 @@ const b = {
},
mods: [{
name: "depleted uranium rounds",
description: "your bullets are <strong>larger</strong> and do more physical damage",
description: "your bullets are <strong>larger</strong> and do more physical <span class='color-d'>damage</span>",
have: false,
effect: () => {
//good for guns that do mostly projectile damage:
@@ -41,7 +41,7 @@ const b = {
},
{
name: "auto-loading heuristics",
description: "your <strong>rate of fire</strong> is 15% faster",
description: "your rate of fire is 15% faster",
have: false,
effect: () => {
//good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
@@ -51,7 +51,7 @@ const b = {
},
{
name: "desublimated ammunition",
description: "use 50% less <strong>ammo</strong> when <strong>crouching</strong>",
description: "use 50% less <span class='color-b'>ammo</span> when <strong>crouching</strong>",
have: false,
effect: () => {
//good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
@@ -60,7 +60,7 @@ const b = {
},
{
name: "corrosion resistant topology",
description: "your bullets <strong>last 40% longer</strong>",
description: "your <span class='color-b'>bullets</span> last 40% longer",
have: false,
effect: () => {
//good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
@@ -69,7 +69,7 @@ const b = {
},
{
name: "anti-matter cores",
description: "the radius of your <strong>explosions</strong> is doubled",
description: "the radius of your <strong class='color-e'>explosions</strong> is doubled<br><span style='opacity:0.3;'>be careful</span>",
have: false,
effect: () => {
//at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
@@ -79,16 +79,16 @@ const b = {
},
{
name: "energy siphon",
description: "regenerate <strong>energy</strong> proportional to your damage done",
description: "regenerate <span class='color-f'>energy</span> proportional to your <span class='color-d'>damage</span> done",
have: false,
effect: () => {
//good with laser, and all fields
b.modEnergySiphon = 0.25;
b.modEnergySiphon = 0.2;
}
},
{
name: "entropy transfer",
description: "<strong>heal</strong> proportional to your damage done",
description: "<span class='color-h'>heal</span> proportional to your <span class='color-d'>damage</span> done",
have: false,
effect: () => {
//good with guns that overkill: one shot, grenade
@@ -97,7 +97,7 @@ const b = {
},
{
name: "quantum immortality",
description: "after you die continue in an alternate reality with randomized abilities",
description: "after you <strong style='color: #606;'>die</strong> continue in an <em>alternate reality</em><br>guns, ammo, and field are randomized",
have: false,
effect: () => {
b.modIsImmortal = true;
@@ -105,7 +105,7 @@ const b = {
},
{
name: "zoospore vector",
description: "when an enemy dies it has a 20% chance to release <strong>spores</strong>",
description: "when an enemy <span style='color: #888;'>dies</span> it has a 20% chance to release <strong class='color-s'>spores</strong>",
have: false,
effect: () => {
b.modSpores = 0.20; //good late game maybe?
@@ -128,6 +128,7 @@ const b = {
giveGuns(gun = "all", ammoPacks = 2) {
if (gun === "all") {
b.activeGun = 0;
b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) {
b.guns[i].have = true;
b.guns[i].ammo = b.guns[i].ammoPack * ammoPacks;
@@ -277,7 +278,7 @@ const b = {
x: bullet[me].position.x,
y: bullet[me].position.y,
radius: radius,
color: "rgba(255,0,0,0.4)",
color: "rgba(255,25,0,0.6)",
time: game.drawTime
});
let dist, sub, knock;
@@ -297,7 +298,7 @@ const b = {
sub = Matter.Vector.sub(bullet[me].position, player.position);
dist = Matter.Vector.magnitude(sub);
if (dist < radius) {
mech.damage(radius * 0.00035);
mech.damage(radius * 0.0002);
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
player.force.x += knock.x;
player.force.y += knock.y;
@@ -309,7 +310,6 @@ const b = {
mech.drop();
}
//body knock backs
for (let i = 0, len = body.length; i < len; ++i) {
sub = Matter.Vector.sub(bullet[me].position, body[i].position);
@@ -340,54 +340,6 @@ const b = {
}
}
// bullet knock backs (not working: no effect for drones, crash for superballs)
// for (let i = 0, len = bullet.length; i < len; ++i) {
// if (me !== i) {
// sub = Matter.Vector.sub(bullet[me].position, bullet[i].position);
// dist = Matter.Vector.magnitude(sub);
// if (dist < radius) {
// knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * bullet[i].mass) / 10);
// bullet[i].force.x += knock.x;
// bullet[i].force.y += knock.y;
// console.log(sub, dist, knock)
// } else if (dist < alertRange) {
// knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * bullet[i].mass) / 20);
// bullet[i].force.x += knock.x;
// bullet[i].force.y += knock.y;
// }
// }
// }
//destroy all bullets in range
// for (let i = 0, len = bullet.length; i < len; ++i) {
// if (me != i) {
// sub = Matter.Vector.sub(bullet[me].position, bullet[i].position);
// dist = Matter.Vector.magnitude(sub);
// if (dist < radius) {
// bullet[i].endCycle = mech.cycle;
// }
// }
// }
//mob damage and knock back with no alert
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive) {
// let vertices = mob[i].vertices;
// for (let j = 0, len = vertices.length; j < len; j++) {
// sub = Matter.Vector.sub(bullet[me].position, vertices[j]);
// dist = Matter.Vector.magnitude(sub);
// if (dist < radius) {
// mob[i].damage(dmg);
// mob[i].locatePlayer();
// knock = Matter.Vector.mult(Matter.Vector.normalise(sub), -Math.sqrt(dmg) * mob[i].mass / 18);
// mob[i].force.x += knock.x;
// mob[i].force.y += knock.y;
// break;
// }
// }
// }
// }
//mob damage and knock back with alert
let damageScale = 1; // reduce dmg for each new target to limit total AOE damage
for (let i = 0, len = mob.length; i < len; ++i) {
@@ -475,7 +427,7 @@ const b = {
},
guns: [{
name: "laser",
description: "fire a beam of coherent light<br>reflects off walls at 75% intensity<br>uses energy instead of ammunition",
description: "fire a <span style='color:#f00;'>beam</span> of coherent light<br>reflects off walls at 75% intensity<br>uses <span class='color-f'>energy</span> instead of ammunition",
ammo: 0,
// ammoPack: 350,
ammoPack: Infinity,
@@ -633,132 +585,9 @@ const b = {
ctx.globalAlpha = 1;
}
}
// }, {
// name: "entropic beam",
// description: "steal entropy to heal<br>reflects off walls at 75% intensity<br>uses energy instead of ammunition",
// ammo: 0,
// // ammoPack: 350,
// ammoPack: Infinity,
// have: false,
// fire() {
// // mech.fireCDcycle = mech.cycle + 1
// //laser drains energy as well as bullets
// const FIELD_DRAIN = 0.0001 //should be 0.001
// if (mech.fieldMeter < FIELD_DRAIN) {
// mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
// } else {
// mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
// let best;
// const color = "#a0a";
// const range = 600;
// const path = [{
// x: mech.pos.x + 20 * Math.cos(mech.angle),
// y: mech.pos.y + 20 * Math.sin(mech.angle)
// },
// {
// x: mech.pos.x + range * Math.cos(mech.angle),
// y: mech.pos.y + range * Math.sin(mech.angle)
// }
// ];
// const vertexCollision = function (v1, v1End, domain) {
// for (let i = 0; i < domain.length; ++i) {
// let vertices = domain[i].vertices;
// const len = vertices.length - 1;
// for (let j = 0; j < len; j++) {
// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// const checkforCollisions = function () {
// best = {
// x: null,
// y: null,
// dist2: Infinity,
// who: null,
// v1: null,
// v2: null
// };
// vertexCollision(path[path.length - 2], path[path.length - 1], mob);
// vertexCollision(path[path.length - 2], path[path.length - 1], map);
// vertexCollision(path[path.length - 2], path[path.length - 1], body);
// };
// const laserHitMob = function (dmg) {
// if (best.who.alive) {
// dmg *= b.dmgScale * 0.02;
// mech.addHealth(0.002)
// best.who.damage(dmg);
// best.who.locatePlayer();
// //draw mob damage circle
// ctx.fillStyle = color;
// ctx.beginPath();
// ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
// ctx.fill();
// }
// };
// checkforCollisions();
// if (best.dist2 != Infinity) {
// //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// laserHitMob(1);
// }
// ctx.fillStyle = color;
// ctx.strokeStyle = color;
// ctx.lineWidth = 4;
// for (let i = 1, len = path.length; i < len; ++i) {
// d = {
// x: path[i].x - path[i - 1].x,
// y: path[i].y - path[i - 1].y
// }
// const a = mech.cycle * 5
// p1 = {
// x: d.x / 2 * Math.cos(a) - d.y / 2 * Math.sin(a),
// y: d.x / 2 * Math.sin(a) + d.y / 2 * Math.cos(a),
// }
// const wave = 300 / Math.sqrt(d.x * d.x + d.y * d.y)
// ctx.beginPath();
// ctx.moveTo(path[i - 1].x, path[i - 1].y);
// ctx.bezierCurveTo(path[i - 1].x + p1.x * wave, path[i - 1].y + p1.y * wave, path[i].x + p1.x * wave, path[i].y + p1.y * wave, path[i].x, path[i].y);
// ctx.stroke();
// }
// }
// }
}, {
name: "kinetic slugs",
description: "fire a huge rod with high recoil<br>effective at long distances",
description: "fire a large <strong>rod</strong> that does excessive physical <span class='color-d'>damage</span><br><em>high recoil</em>",
ammo: 0,
ammoPack: 5,
have: false,
@@ -782,7 +611,7 @@ const b = {
},
{
name: "minigun",
description: "fire a stream of bullets",
description: "rapidly fire a stream of small bullets",
ammo: 0,
ammoPack: 105,
have: false,
@@ -790,11 +619,11 @@ const b = {
const me = bullet.length;
b.muzzleFlash(15);
// if (Math.random() > 0.2) mobs.alert(500);
const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.07 : 0.16);
const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.14);
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, 5 * b.modBulletSize, b.fireAttributes(dir));
b.fireProps(mech.crouch ? 11 : 5, mech.crouch ? 44 : 36, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + Math.floor(65 * b.modBulletsLastLonger);
bullet[me].frictionAir = 0.01;
bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
bullet[me].do = function () {
this.force.y += this.mass * 0.0005;
};
@@ -802,7 +631,7 @@ const b = {
},
{
name: "wave beam",
description: "fire a stream of oscillating particles<br>propagates through solids<br>effective at close range",
description: "fire a stream of oscillating particles<br><strong style='opacity: 0.4;'>propagates through solids</strong>",
ammo: 0,
ammoPack: 85,
have: false,
@@ -855,7 +684,7 @@ const b = {
},
{
name: "super balls",
description: "fire 3 very bouncy balls",
description: "fire 3 very <strong>bouncy</strong> balls",
ammo: 0,
ammoPack: 11,
have: false,
@@ -883,7 +712,7 @@ const b = {
},
{
name: "shotgun",
description: "fire a burst of bullets with high recoil<br>more effective at close range",
description: "fire a <strong>burst</strong> of bullets<br><em>high recoil</em>",
ammo: 0,
ammoPack: 8,
have: false,
@@ -911,7 +740,7 @@ const b = {
},
{
name: "fléchettes",
description: "fire a narrow projectile<br>effective at long distances",
description: "fire an accurate high speed needle<br>",
ammo: 0,
ammoPack: 19,
have: false,
@@ -935,9 +764,9 @@ const b = {
},
{
name: "missiles",
description: "fire a missile that accelerates towards nearby targets<br>explodes when near target",
description: "fire a missile that accelerates towards nearby targets<br><span class='color-e'>explodes</span> when near target",
ammo: 0,
ammoPack: 9,
ammoPack: 8,
have: false,
fireCycle: 0,
ammoLoaded: 0,
@@ -953,7 +782,7 @@ const b = {
bullet[me].force.y += 0.00045; //a small push down at first to make it seem like the missile is briefly falling
bullet[me].frictionAir = 0
bullet[me].endCycle = game.cycle + Math.floor((265 + Math.random() * 20) * b.modBulletsLastLonger);
bullet[me].explodeRad = 150 + 40 * Math.random();
bullet[me].explodeRad = 165 + 40 * Math.random();
bullet[me].lookFrequency = Math.floor(8 + Math.random() * 7);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
bullet[me].onDmg = function () {
@@ -1040,7 +869,7 @@ const b = {
},
{
name: "flak",
description: "fire a cluster of explosive projectiles<br>explode on contact or after half a second",
description: "fire a cluster of short range projectiles<br><span class='color-e'>explode</span> on contact or after half a second",
ammo: 0,
ammoPack: 20,
have: false,
@@ -1048,9 +877,9 @@ const b = {
b.muzzleFlash(30);
const totalBullets = 5
const angleStep = (mech.crouch ? 0.06 : 0.15) / totalBullets
const SPEED = mech.crouch ? 27 : 20
const CD = mech.crouch ? 30 : 15
const END = Math.floor((mech.crouch ? 27 : 18) * b.modBulletsLastLonger);
const SPEED = mech.crouch ? 30 : 25
const CD = mech.crouch ? 45 : 11
const END = Math.floor((mech.crouch ? 30 : 18) * b.modBulletsLastLonger);
let dir = mech.angle - angleStep * totalBullets / 2;
const side1 = 17 * b.modBulletSize
const side2 = 4 * b.modBulletSize
@@ -1059,13 +888,13 @@ const b = {
dir += angleStep
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), side1, side2, b.fireAttributes(dir));
b.fireProps(CD, SPEED + 25 * Math.random() - i, dir, me); //cd , speed
b.fireProps(CD, SPEED + 15 * Math.random() - 2 * i, dir, me); //cd , speed
// Matter.Body.setDensity(bullet[me], 0.005);
bullet[me].endCycle = i + game.cycle + END
bullet[me].endCycle = 2 * i + game.cycle + END
bullet[me].restitution = 0;
bullet[me].friction = 1;
// bullet[me].dmg = 0.15;
bullet[me].explodeRad = 45 + (Math.random() - 0.5) * 50;
bullet[me].explodeRad = (mech.crouch ? 70 : 45) + (Math.random() - 0.5) * 50;
bullet[me].onEnd = b.explode;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
@@ -1083,50 +912,48 @@ const b = {
},
{
name: "grenades",
description: "fire a bomb that explodes on contact or after 1.6 seconds",
description: "fire a projectile that <span class='color-e'>explodes</span> on contact or after one second",
ammo: 0,
ammoPack: 14,
ammoPack: 11,
have: false,
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 40 : 25, mech.crouch ? 41 : 32, dir, me); //cd , speed
b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
// Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].totalCycles = 100;
bullet[me].endCycle = game.cycle + Math.floor(70 * b.modBulletsLastLonger);
bullet[me].restitution = 0.25;
bullet[me].explodeRad = 220;
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.modBulletsLastLonger);
bullet[me].restitution = 0.5;
bullet[me].explodeRad = 210;
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
bullet[me].minDmgSpeed = 1;
bullet[me].dmg = 0.5;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0022;
this.force.y += this.mass * 0.002;
};
}
},
{
name: "vacuum bomb",
description: "fire a huge bomb that sucks before it explodes",
description: "fire a huge bomb that sucks before it <span class='color-e'>explodes</span><br>click left mouse <strong>again</strong> to detonate",
ammo: 0,
ammoPack: 5,
ammoPack: 4,
have: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 26 * b.modBulletSize, b.fireAttributes(dir, false));
bullet[me].radius = 22; //used from drawing timer
b.fireProps(mech.crouch ? 80 : 50, mech.crouch ? 37 : 0, dir, me); //cd , speed
b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
// Matter.Body.setDensity(bullet[me], 0.001);
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 100 : 150) * b.modBulletsLastLonger);
bullet[me].endCycleLength = bullet[me].endCycle - game.cycle
bullet[me].endCycle = Infinity
bullet[me].endCycle = Infinity
// bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
@@ -1140,78 +967,89 @@ const b = {
bullet[me].onDmg = function () {
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
};
bullet[me].isArmed = false;
bullet[me].isSucking = false;
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0022;
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
//before the explosion suck in stuff
if (game.cycle > this.endCycle - 35 && !mech.isBodiesAsleep) {
const that = this
let mag = 0.1
//set armed and sucking status
if (!this.isArmed && !game.mouseDown) {
this.isArmed = true
} else if (this.isArmed && game.mouseDown && !this.isSucking) {
this.isSucking = true;
this.endCycle = game.cycle + 35;
}
function suck(who, radius = that.explodeRad * 2) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Matter.Vector.sub(that.position, who[i].position);
const dist = Matter.Vector.magnitude(sub);
if (dist < radius && dist > 150) {
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
if (this.isSucking) {
if (!mech.isBodiesAsleep) {
const that = this
let mag = 0.1
function suck(who, radius = that.explodeRad * 2) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Matter.Vector.sub(that.position, who[i].position);
const dist = Matter.Vector.magnitude(sub);
if (dist < radius && dist > 150) {
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
}
}
}
if (game.cycle > this.endCycle - 5) {
mag = -0.22
suck(body)
suck(mob)
suck(powerUp)
suck([player])
} else {
mag = 0.1
suck(body)
suck(mob)
suck(powerUp)
suck([player])
}
//keep bomb in place
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
//draw suck
const radius = 2.5 * this.explodeRad * (this.endCycle - game.cycle) / 35
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
}
if (game.cycle > this.endCycle - 5) {
mag = -0.22
suck(body)
suck(mob)
suck(powerUp)
suck([player])
} else {
mag = 0.1
suck(body)
suck(mob)
suck(powerUp)
suck([player])
} else {
// flashing lights to show armed
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
this.isFlashOn = false;
} else {
this.isFlashOn = true;
}
}
//keep bomb in place
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
//draw suck
const radius = 9 * this.explodeRad * (this.endCycle - game.cycle) / this.endCycleLength
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
}
//draw timer
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
this.isFlashOn = false;
} else {
this.isFlashOn = true;
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
//draw clock on timer
ctx.fillStyle = "#f04";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 0.5, 0, 2 * Math.PI);
ctx.fill();
}
}
if (this.isFlashOn) {
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
//draw clock on timer
ctx.fillStyle = "#f12";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * (1 - (this.endCycle - game.cycle) / this.endCycleLength), 0, 2 * Math.PI);
ctx.fill();
}
};
}
}
},
{
name: "spores",
description: "release an orb that discharges spores after 2 seconds<br>spores seek out targets<br>spores can pass through blocks",
description: "release an orb that discharges <span class='color-s'>spores</span> after 2 seconds<br><span class='color-s'>spores</span> seek out targets<br><span class='color-s'>spores</span> can pass through blocks",
ammo: 0,
ammoPack: 5,
have: false,
@@ -1314,7 +1152,7 @@ const b = {
},
{
name: "drones",
description: "release drones that seek out targets<br>if no targets, drones move to mouse<br>",
description: "release <span class='color-b'>drones</span> that seek out targets<br>if no targets are found, <span class='color-b'>drones</span> move towards mouse<br>",
ammo: 0,
ammoPack: 20,
have: false,