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Fixed weapon blast effects to be displayed even on dead ships

This commit is contained in:
Michaël Lemaire 2017-05-16 20:05:10 +02:00
parent 5f3fb7d421
commit 8823c377dc
2 changed files with 9 additions and 1 deletions

8
TODO
View file

@ -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

View file

@ -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);