wave beam
some wave beam bug fixes and balance tech: stationary action - slower wave beam but more damage
This commit is contained in:
33
js/bullet.js
33
js/bullet.js
@@ -3606,7 +3606,7 @@ const b = {
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}
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}, {
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name: "wave beam",
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description: "emit a <strong>sine wave</strong> of oscillating particles<br>propagates through <strong>walls</strong>",
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description: "emit a packet of oscillating particles<br>that propagate through <strong>walls</strong>",
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ammo: 0,
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ammoPack: 65,
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have: false,
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@@ -3622,19 +3622,18 @@ const b = {
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}
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},
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fire() {
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const SPEED = 10
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for (let i = 0; i < 2; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
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angle: m.angle,
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cycle: -0.5,
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endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 150) * tech.isBulletsLastLonger), // - this.packetCounter + tech.wavePacketLength, //- this.packetCounter + this.packetLength makes the entire packet go away at the same time
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endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 120) * tech.isBulletsLastLonger), // - this.packetCounter + tech.wavePacketLength, //- this.packetCounter + this.packetLength makes the entire packet go away at the same time
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inertia: Infinity,
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frictionAir: 0,
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slow: 0,
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amplitude: (m.crouch ? 10 : 20) * Math.sin(this.packetCounter * 0.088) * ((i % 2) ? (tech.isImaginaryWave ? 1 : -1) : 1),
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minDmgSpeed: 0,
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dmg: b.dmgScale * 0.5 * (tech.isImaginaryWave ? 3 : 1) * (0.75 + 0.25 * tech.wavePacketLength / 36), //control damage also when you divide by mob.mass
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dmg: b.dmgScale * tech.waveBeamDamage * (tech.isImaginaryWave ? 3 : 1) * (0.75 + 0.25 * tech.wavePacketLength / 36), //control damage also when you divide by mob.mass
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classType: "bullet",
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collisionFilter: {
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category: 0,
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@@ -3653,27 +3652,10 @@ const b = {
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slowCheck = waveSpeedBody
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Matter.Body.setPosition(this, Vector.add(this.position, q[0].velocity)) //move with the medium
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}
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// else { // check if inside a mob
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// q = Matter.Query.point(mob, this.position)
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// for (let i = 0; i < q.length; i++) {
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// slowCheck = 0.3;
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// Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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// let dmg = this.dmg / Math.min(10, q[i].mass)
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// q[i].damage(dmg);
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// q[i].foundPlayer();
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// simulation.drawList.push({ //add dmg to draw queue
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// x: this.position.x,
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// y: this.position.y,
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// radius: Math.log(2 * dmg + 1.1) * 40,
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// color: 'rgba(0,0,0,0.4)',
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// time: simulation.drawTime
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// });
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// }
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// }
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}
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if (slowCheck !== this.slow) { //toggle velocity based on inside and outside status change
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this.slow = slowCheck
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), SPEED * slowCheck));
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), tech.waveBeamSpeed * slowCheck));
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}
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q = Matter.Query.point(mob, this.position) // check if inside a mob
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for (let i = 0; i < q.length; i++) {
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@@ -3705,7 +3687,7 @@ const b = {
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waveSpeedBody = 1.9
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}
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if (tech.waveReflections) {
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const range = 120
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const range = 100
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bullet[me].reflectCycle = range
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bullet[me].do = function() {
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if (!m.isBodiesAsleep) {
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@@ -3728,11 +3710,10 @@ const b = {
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}
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(m.angle),
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y: SPEED * Math.sin(m.angle)
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x: tech.waveBeamSpeed * Math.cos(m.angle),
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y: tech.waveBeamSpeed * Math.sin(m.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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// const transverse = Vector.normalise(player.velocity)
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}
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//fire some of bullets then delay for a while
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this.packetCounter++
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