Fixed weapon blast effects to be displayed even on dead ships
This commit is contained in:
parent
5f3fb7d421
commit
8823c377dc
8
TODO
8
TODO
|
@ -6,9 +6,16 @@
|
|||
* Character sheet: when transferring to another ship, if the item can't be equipped (unmatched requirements), the transfer is cancelled instead of trying cargo
|
||||
* Character sheet: effective skill is sometimes not updated when upgrading base skill
|
||||
* Character sheet: tooltip to show the sources of attributes
|
||||
* Shops: allow to change/buy ship model
|
||||
* Loot: lucky finds should be proportional to cargo space
|
||||
* Weapon: shield with toggle effect => absorb damage in an area
|
||||
* Menu: end appear animation when a button is clicked
|
||||
* Menu: allow to delete cloud saves
|
||||
* Arena: hide dead drones from tactical view
|
||||
* Arena: add sticky effects indicators on ships
|
||||
* Arena: add power indicator in ship hover information
|
||||
* Arena: temporarily show ship information when it changes
|
||||
* Suspend AI operation when the game is paused (window not focused)
|
||||
* Add permanent effects to ship models to ease balancing
|
||||
* Find incentives to move from starting position
|
||||
* Fix targetting not resetting when using action shortcuts
|
||||
|
@ -19,6 +26,7 @@
|
|||
* Active effects are not enough visible in ship list (maybe better in arena ?)
|
||||
* All things displayed in battle should be updated from LogProcess forwarding, not from current game state
|
||||
* Drones: add hull points and take area damage
|
||||
* Drones: find a way to avoid arena cluttering
|
||||
* Show power usage/recovery in action bar, on action hover
|
||||
* More sound effects (but battle sounds should be vibration only, we are in space !)
|
||||
* Add a battle log display
|
||||
|
|
|
@ -155,7 +155,7 @@ module TS.SpaceTac.UI {
|
|||
tween.start();
|
||||
|
||||
if (blast_radius > 0) {
|
||||
let ships = this.arena.getBattle().collectShipsInCircle(this.destination, blast_radius);
|
||||
let ships = this.arena.getBattle().collectShipsInCircle(this.destination, blast_radius, true);
|
||||
ships.forEach(ship => {
|
||||
if (ship.getValue("shield") > 0) {
|
||||
this.shieldImpactEffect(this.destination, { x: ship.arena_x, y: ship.arena_y }, 1200, 800);
|
||||
|
|
Loading…
Reference in a new issue