block pick up range adjust
This commit is contained in:
@@ -1234,14 +1234,12 @@ const b = {
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game.updateGunHUD();
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game.updateGunHUD();
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}
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}
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} else {
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} else {
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if (b.isModAmmoFromHealth && mech.health > b.isModAmmoFromHealth) {
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if (b.isModAmmoFromHealth && mech.health > b.isModAmmoFromHealth) {
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mech.damage(b.isModAmmoFromHealth * mech.health);
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mech.damage(b.isModAmmoFromHealth * mech.health);
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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}
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}
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mech.fireCDcycle = mech.cycle + 30; //fire cooldown
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mech.fireCDcycle = mech.cycle + 30; //fire cooldown
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// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><strong class = 'box'>E</strong> / <strong class = 'box'>Q</strong>", 200);
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game.replaceTextLog = true;
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game.replaceTextLog = true;
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game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
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game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
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}
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}
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@@ -1264,7 +1262,6 @@ const b = {
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}
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}
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}
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}
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}
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}
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//draw
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//draw
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ctx.beginPath();
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ctx.beginPath();
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for (let i = 0, len = bullet.length; i < len; i++) {
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for (let i = 0, len = bullet.length; i < len; i++) {
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@@ -2084,11 +2081,10 @@ const b = {
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if (gun === b.guns[i].name) gun = i
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if (gun === b.guns[i].name) gun = i
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}
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}
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}
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}
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if (!b.guns[gun].have) b.inventory.push(gun);
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if (!b.guns[gun].have) b.inventory.push(gun);
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if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
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b.guns[gun].have = true;
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b.guns[gun].have = true;
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b.guns[gun].ammo = Math.floor(b.guns[gun].ammoPack * ammoPacks);
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b.guns[gun].ammo = Math.floor(b.guns[gun].ammoPack * ammoPacks);
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if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
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}
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}
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game.makeGunHUD();
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game.makeGunHUD();
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},
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},
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@@ -895,7 +895,7 @@ const mech = {
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ctx.stroke();
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ctx.stroke();
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},
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},
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grabPowerUp() { //look for power ups to grab with field
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grabPowerUp() { //look for power ups to grab with field
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const grabPowerUpRange2 = (mech.fieldRange + 220) * (mech.fieldRange + 220)
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const grabPowerUpRange2 = 156000 //(mech.fieldRange + 220) * (mech.fieldRange + 220)
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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const dxP = mech.pos.x - powerUp[i].position.x;
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const dxP = mech.pos.x - powerUp[i].position.x;
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const dyP = mech.pos.y - powerUp[i].position.y;
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const dyP = mech.pos.y - powerUp[i].position.y;
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@@ -1024,11 +1024,11 @@ const mech = {
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// }
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// }
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// }
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// }
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// },
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// },
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lookForPickUp(range = mech.fieldRange) { //find body to pickup
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lookForPickUp() { //find body to pickup
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mech.energy -= mech.fieldRegen;
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mech.energy -= mech.fieldRegen;
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const grabbing = {
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const grabbing = {
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targetIndex: null,
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targetIndex: null,
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targetRange: range,
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targetRange: 150,
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// lookingAt: false //false to pick up object in range, but not looking at
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// lookingAt: false //false to pick up object in range, but not looking at
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};
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};
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for (let i = 0, len = body.length; i < len; ++i) {
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for (let i = 0, len = body.length; i < len; ++i) {
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4
todo.txt
4
todo.txt
@@ -1,5 +1,9 @@
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************** TODO - n-gon **************
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************** TODO - n-gon **************
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consider using the "e" key for picking up blocks and just q for gun swaps
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good for: plasma torch, time dilation, negative mass
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bad for: basic, nano-scale, harmonic
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mod - status effects last 1 second longer
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mod - status effects last 1 second longer
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wait until you have more status effects written
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wait until you have more status effects written
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