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578d40a
1
Parent(s):
a646668
feat: update infinite ammo color to a brighter indigo for better visibility
Browse files- src/hud.js +1 -1
- src/pickups.js +1 -1
- src/weapon.js +1 -1
src/hud.js
CHANGED
@@ -83,7 +83,7 @@ export function updateHUD() {
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// Powerup chips next to health
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const active = [];
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if (G.weapon.rofBuffTimer > 0) active.push({ id: 'accelerator', name: 'ACCELERATE', color: 0xffd84d, time: G.weapon.rofBuffTimer });
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-
if (G.weapon.infiniteAmmoTimer > 0) active.push({ id: 'infinite', name: 'INFINITE AMMO', color:
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const key = active.map(a => a.id).join(',');
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if (key !== HUD.last.powerupsKey) {
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HUD.last.powerupsKey = key;
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// Powerup chips next to health
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const active = [];
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if (G.weapon.rofBuffTimer > 0) active.push({ id: 'accelerator', name: 'ACCELERATE', color: 0xffd84d, time: G.weapon.rofBuffTimer });
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+
if (G.weapon.infiniteAmmoTimer > 0) active.push({ id: 'infinite', name: 'INFINITE AMMO', color: 0x6366f1, time: G.weapon.infiniteAmmoTimer });
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const key = active.map(a => a.id).join(',');
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if (key !== HUD.last.powerupsKey) {
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HUD.last.powerupsKey = key;
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src/pickups.js
CHANGED
@@ -107,7 +107,7 @@ function makeAcceleratorMesh() {
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}
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// Infinite ammo (indigo bullet) shared resources
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-
const INF_COLOR =
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function makeInfiniteAmmoMesh() {
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const g = new THREE.Group();
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}
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// Infinite ammo (indigo bullet) shared resources
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+
const INF_COLOR = 0x6366f1; // brighter indigo
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function makeInfiniteAmmoMesh() {
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const g = new THREE.Group();
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src/weapon.js
CHANGED
@@ -277,7 +277,7 @@ export function updateWeapon(delta) {
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const m = mats[i];
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if (!m || !m.isMaterial) continue;
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// Indigo for infinite ammo, yellow for accelerator
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-
const color = (G.weapon.infiniteAmmoTimer > 0) ?
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if (m.emissive) m.emissive.setHex(color);
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if ('emissiveIntensity' in m) m.emissiveIntensity = 0.8 + pulse * 0.6;
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}
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const m = mats[i];
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if (!m || !m.isMaterial) continue;
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// Indigo for infinite ammo, yellow for accelerator
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+
const color = (G.weapon.infiniteAmmoTimer > 0) ? 0x6366f1 : 0xffd84d;
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if (m.emissive) m.emissive.setHex(color);
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if ('emissiveIntensity' in m) m.emissiveIntensity = 0.8 + pulse * 0.6;
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}
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