foam bug fixes
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@@ -1789,13 +1789,13 @@ const b = {
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name: "foam", //15
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description: "spray bubbly foam that <strong>sticks</strong> to enemies<br>does <strong class='color-d'>damage</strong> over time and <strong>slows</strong> movement",
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ammo: 0,
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ammoPack: 80,
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ammoPack: 95,
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have: false,
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isStarterGun: true,
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fire() {
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const me = bullet.length;
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const dir = mech.angle + 0.1 * (Math.random() - 0.5)
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const RADIUS = (9 + 12 * Math.random()) * b.modBulletSize
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const dir = mech.angle + 0.2 * (Math.random() - 0.5)
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const RADIUS = (6 + 16 * Math.random()) * b.modBulletSize
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 25, RADIUS, {
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angle: dir,
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density: 0.000001, // 0.001 is normal density
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@@ -1803,7 +1803,7 @@ const b = {
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frictionAir: 0,
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friction: 0.2,
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restitution: 0.2,
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dmg: b.modExtraDmg, //damage done in addition to the damage from momentum
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dmg: 0.04 + b.modExtraDmg, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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@@ -1815,7 +1815,7 @@ const b = {
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radius: RADIUS,
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target: null,
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onDmg(who) {
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if (!this.target && who.alive) {
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if (!this.target && who.alive && who.dropPowerUp) {
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this.target = who;
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this.collisionFilter.category = 0x000000;
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}
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@@ -1852,7 +1852,7 @@ const b = {
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Matter.Body.setPosition(this, this.target.position)
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Matter.Body.setVelocity(this.target, Matter.Vector.mult(this.target.velocity, 0.95))
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Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.96)
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this.target.damage(b.dmgScale * 0.0035);
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this.target.damage(b.dmgScale * 0.0025);
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} else {
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//look for a new target
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this.target = null
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@@ -1863,7 +1863,7 @@ const b = {
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 15 : 3) * b.modFireRate); // cool down
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const SPEED = mech.crouch ? 25 : 16 - RADIUS * 0.25;
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const SPEED = mech.crouch ? 22 : 15 - RADIUS * 0.25;
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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