This commit is contained in:
landgreen
2021-04-24 06:42:43 -07:00
parent c7c025244e
commit f6d02d579f
4 changed files with 58 additions and 44 deletions

BIN
.DS_Store vendored

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@@ -21,7 +21,8 @@ const b = {
}, },
fire() {}, fire() {},
fireNormal() { fireNormal() {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && b.inventory.length) { if (b.inventory.length) {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire)) {
if (b.guns[b.activeGun].ammo > 0) { if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo() b.fireWithAmmo()
} else { } else {
@@ -30,9 +31,11 @@ const b = {
if (m.holdingTarget) m.drop(); if (m.holdingTarget) m.drop();
} }
b.guns[b.activeGun].do(); b.guns[b.activeGun].do();
}
}, },
fireNotMove() { //added && player.speed < 0.5 && m.onGround 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.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) { if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo() b.fireWithAmmo()
} else { } else {
@@ -41,9 +44,11 @@ const b = {
if (m.holdingTarget) m.drop(); if (m.holdingTarget) m.drop();
} }
b.guns[b.activeGun].do(); b.guns[b.activeGun].do();
}
}, },
fireNotMoveAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire) 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.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) { if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo() b.fireWithAmmo()
} else { } else {
@@ -52,9 +57,11 @@ const b = {
if (m.holdingTarget) m.drop(); if (m.holdingTarget) m.drop();
} }
b.guns[b.activeGun].do(); b.guns[b.activeGun].do();
}
}, },
fireFloat() { //added && player.speed < 0.5 && m.onGround fireFloat() { //added && player.speed < 0.5 && m.onGround
if (input.fire && (!input.field || m.fieldFire) && b.inventory.length) { if (b.inventory.length) {
if (input.fire && (!input.field || m.fieldFire)) {
if (m.fireCDcycle < m.cycle) { if (m.fireCDcycle < m.cycle) {
if (b.guns[b.activeGun].ammo > 0) { if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo() b.fireWithAmmo()
@@ -71,6 +78,7 @@ const b = {
player.force.y = 0 player.force.y = 0
} }
b.guns[b.activeGun].do(); b.guns[b.activeGun].do();
}
}, },
fireWithAmmo() { //triggers after firing when you have ammo fireWithAmmo() { //triggers after firing when you have ammo
b.guns[b.activeGun].fire(); b.guns[b.activeGun].fire();
@@ -110,13 +118,13 @@ const b = {
gun = options[Math.floor(Math.random() * options.length)] gun = options[Math.floor(Math.random() * options.length)]
} }
if (gun === "all") { if (gun === "all") {
b.activeGun = 0;
b.inventoryGun = 0; b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) { for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i; b.inventory[i] = i;
b.guns[i].have = true; b.guns[i].have = true;
b.guns[i].ammo = Math.floor(b.guns[i].ammoPack * ammoPacks); b.guns[i].ammo = Math.floor(b.guns[i].ammoPack * ammoPacks);
} }
b.activeGun = 0;
} else { } else {
if (isNaN(gun)) { //find gun by name if (isNaN(gun)) { //find gun by name
let found = false; let found = false;
@@ -3193,6 +3201,7 @@ const b = {
this.fire = this.fireNormal this.fire = this.fireNormal
} }
}, },
do() {},
fire() { fire() {
}, },

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@@ -4368,7 +4368,7 @@
//************************************************** //**************************************************
{ {
name: "bremsstrahlung", name: "bremsstrahlung",
description: "<strong>blocking</strong> with <strong>standing wave harmonics</strong><br> does <strong class='color-d'>damage</strong> to mobs", description: "<strong>blocking</strong> does <strong class='color-d'>damage</strong> to mobs",
isFieldTech: true, isFieldTech: true,
maxCount: 9, maxCount: 9,
count: 0, count: 0,

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@@ -36,6 +36,11 @@ fix door.isOpen actually meaning isClosed?
******************************************************** TODO ******************************************************** ******************************************************** 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 tech plasma field - plasma field becomes an aoe damage field with the same radius
200% more energy drain, 100% more damage 200% more energy drain, 100% more damage
draw a square (or two) that rapidly spins draw a square (or two) that rapidly spins