diff --git a/.DS_Store b/.DS_Store
index c44dc7c..20063e5 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/bullet.js b/js/bullet.js
index 1a4a158..85167e2 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -21,41 +21,8 @@ const b = {
},
fire() {},
fireNormal() {
- if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && b.inventory.length) {
- if (b.guns[b.activeGun].ammo > 0) {
- b.fireWithAmmo()
- } else {
- b.outOfAmmo()
- }
- if (m.holdingTarget) m.drop();
- }
- b.guns[b.activeGun].do();
- },
- fireNotMove() { //added && player.speed < 0.5 && m.onGround
- if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && b.inventory.length && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
- if (b.guns[b.activeGun].ammo > 0) {
- b.fireWithAmmo()
- } else {
- b.outOfAmmo()
- }
- if (m.holdingTarget) m.drop();
- }
- b.guns[b.activeGun].do();
- },
- fireNotMoveAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
- if (m.fireCDcycle < m.cycle && b.inventory.length && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
- if (b.guns[b.activeGun].ammo > 0) {
- b.fireWithAmmo()
- } else {
- b.outOfAmmo()
- }
- if (m.holdingTarget) m.drop();
- }
- b.guns[b.activeGun].do();
- },
- fireFloat() { //added && player.speed < 0.5 && m.onGround
- if (input.fire && (!input.field || m.fieldFire) && b.inventory.length) {
- if (m.fireCDcycle < m.cycle) {
+ if (b.inventory.length) {
+ if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire)) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
} else {
@@ -63,14 +30,55 @@ const b = {
}
if (m.holdingTarget) m.drop();
}
- Matter.Body.setVelocity(player, {
- x: 0,
- y: -55 * player.mass * simulation.g //undo gravity before it is added
- });
- player.force.x = 0
- player.force.y = 0
+ b.guns[b.activeGun].do();
+ }
+ },
+ fireNotMove() { //added && player.speed < 0.5 && m.onGround
+ if (b.inventory.length) {
+ if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
+ if (b.guns[b.activeGun].ammo > 0) {
+ b.fireWithAmmo()
+ } else {
+ b.outOfAmmo()
+ }
+ if (m.holdingTarget) m.drop();
+ }
+ b.guns[b.activeGun].do();
+ }
+ },
+ fireNotMoveAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
+ if (b.inventory.length) {
+ if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
+ if (b.guns[b.activeGun].ammo > 0) {
+ b.fireWithAmmo()
+ } else {
+ b.outOfAmmo()
+ }
+ if (m.holdingTarget) m.drop();
+ }
+ b.guns[b.activeGun].do();
+ }
+ },
+ fireFloat() { //added && player.speed < 0.5 && m.onGround
+ if (b.inventory.length) {
+ if (input.fire && (!input.field || m.fieldFire)) {
+ if (m.fireCDcycle < m.cycle) {
+ if (b.guns[b.activeGun].ammo > 0) {
+ b.fireWithAmmo()
+ } else {
+ b.outOfAmmo()
+ }
+ if (m.holdingTarget) m.drop();
+ }
+ Matter.Body.setVelocity(player, {
+ x: 0,
+ y: -55 * player.mass * simulation.g //undo gravity before it is added
+ });
+ player.force.x = 0
+ player.force.y = 0
+ }
+ b.guns[b.activeGun].do();
}
- b.guns[b.activeGun].do();
},
fireWithAmmo() { //triggers after firing when you have ammo
b.guns[b.activeGun].fire();
@@ -110,13 +118,13 @@ const b = {
gun = options[Math.floor(Math.random() * options.length)]
}
if (gun === "all") {
- b.activeGun = 0;
b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i;
b.guns[i].have = true;
b.guns[i].ammo = Math.floor(b.guns[i].ammoPack * ammoPacks);
}
+ b.activeGun = 0;
} else {
if (isNaN(gun)) { //find gun by name
let found = false;
@@ -3193,6 +3201,7 @@ const b = {
this.fire = this.fireNormal
}
},
+ do() {},
fire() {
},
diff --git a/js/tech.js b/js/tech.js
index 02e454e..e63d9c5 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -4368,7 +4368,7 @@
//**************************************************
{
name: "bremsstrahlung",
- description: "blocking with standing wave harmonics
does damage to mobs",
+ description: "blocking does damage to mobs",
isFieldTech: true,
maxCount: 9,
count: 0,
diff --git a/todo.txt b/todo.txt
index e711bc9..cae17fd 100644
--- a/todo.txt
+++ b/todo.txt
@@ -36,6 +36,11 @@ fix door.isOpen actually meaning isClosed?
******************************************************** TODO ********************************************************
+edit foam gun text
+
+apply the new gun.do functions to other guns
+ rail gun
+
tech plasma field - plasma field becomes an aoe damage field with the same radius
200% more energy drain, 100% more damage
draw a square (or two) that rapidly spins