fixed shooting aiming and url broken

This commit is contained in:
landgreen
2021-04-16 05:13:21 -07:00
parent a5aea4ccc5
commit 058b1f94f5
6 changed files with 19 additions and 21 deletions

View File

@@ -58,7 +58,7 @@ function getUrlVars() {
});
return vars;
}
window.addEventListener('load', (event) => {
window.addEventListener('load', () => {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
openExperimentMenu();
@@ -332,7 +332,8 @@ const build = {
techID.innerHTML = `<div class="grid-title"><div class="circle-grid junk"></div> &nbsp; ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
} else if (tech.tech[i].isExperimentalMode) {
// techID.innerHTML = `${tech.tech[i].description}</div>`
text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title">${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
techID.innerHTML = `<div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].description}</div>`
// text += `<div class="grid-title">${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
} else {
techID.innerHTML = `<div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
}

View File

@@ -1109,8 +1109,8 @@ const level = {
// spawn.starter(1900, -500, 200) //big boy
// spawn.grower(1900, -500)
// spawn.pulsarBoss(1900, -500)
// spawn.historyBoss(1900, -500)
// spawn.ghoster(2900, -500)
// spawn.shooterBoss(1900, -500)
spawn.shooter(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(4600, -500)
@@ -1119,7 +1119,7 @@ const level = {
// spawn.sniper(1800, -120)
// spawn.streamBoss(1600, -500)
// spawn.orbitalBoss(1600, -500)
spawn.spawnerBossCulture(1600, -500)
// spawn.spawnerBossCulture(1600, -500)
// spawn.shieldingBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);

View File

@@ -921,7 +921,7 @@ const mobs = {
this.torque += 0.000004 * this.inertia;
} else if (dot < -threshold) {
this.torque -= 0.000004 * this.inertia;
} else if (this.noseLength > 1.5 && dot > 0 && dot < 0.03) {
} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
//fire
spawn.bullet(this.vertices[1].x, this.vertices[1].y, 9 + Math.ceil(this.radius / 15));
const v = 15;

View File

@@ -919,7 +919,7 @@ const spawn = {
me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
me.accelMag = 0.0001 * simulation.accelScale;
me.frictionAir = 0.025;
me.collisionFilter.mask = cat.player | cat.bullet | cat.body
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
me.memory = Infinity;
Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
me.do = function() {
@@ -996,7 +996,7 @@ const spawn = {
me.eventHorizon = 1100; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 1200) * (me.eventHorizon + 1200); //vision limit is event horizon
me.accelMag = 0.00003 * simulation.accelScale;
me.collisionFilter.mask = cat.player | cat.bullet | cat.body
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
// me.frictionAir = 0.005;
me.memory = 1600;
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
@@ -2148,7 +2148,7 @@ const spawn = {
me.alpha = 1; //used in drawGhost
me.canTouchPlayer = false; //used in drawGhost
// me.leaveBody = false;
me.collisionFilter.mask = cat.bullet | cat.body
me.collisionFilter.mask = cat.bullet //| cat.body
me.showHealthBar = false;
me.memory = 480;
me.do = function() {
@@ -2259,7 +2259,7 @@ const spawn = {
me.memory = Infinity;
// me.memory = 300;
// Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001
me.collisionFilter.mask = cat.player | cat.bullet | cat.body
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
spawn.shield(me, x, y, 1);
@@ -2485,7 +2485,7 @@ const spawn = {
this.torque += 0.000004 * this.inertia;
} else if (dot < -threshold) {
this.torque -= 0.000004 * this.inertia;
} else if (this.noseLength > 1.5 && dot > 0 && dot < 0.05) {
} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
//fire
spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 7 + Math.ceil(this.radius / 15), 4);
const v = 20 * simulation.accelScale;
@@ -2965,7 +2965,7 @@ const spawn = {
// //run this function on hitting player
// this.explode();
// };
me.collisionFilter.mask = cat.bullet | cat.player | cat.mob | cat.body
me.collisionFilter.mask = cat.bullet | cat.player | cat.mob //| cat.body
me.accelMag = 0.0004 * simulation.accelScale;
me.leaveBody = false;
me.frictionAir = 0.02;