fixed shooting aiming and url broken
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@@ -58,7 +58,7 @@ function getUrlVars() {
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});
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return vars;
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}
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window.addEventListener('load', (event) => {
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window.addEventListener('load', () => {
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const set = getUrlVars()
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if (Object.keys(set).length !== 0) {
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openExperimentMenu();
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@@ -332,7 +332,8 @@ const build = {
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techID.innerHTML = `<div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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} else if (tech.tech[i].isExperimentalMode) {
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// techID.innerHTML = `${tech.tech[i].description}</div>`
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text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title">${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
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techID.innerHTML = `<div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].description}</div>`
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// text += `<div class="grid-title">${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
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} else {
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techID.innerHTML = `<div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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}
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@@ -1109,8 +1109,8 @@ const level = {
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// spawn.starter(1900, -500, 200) //big boy
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// spawn.grower(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.historyBoss(1900, -500)
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// spawn.ghoster(2900, -500)
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// spawn.shooterBoss(1900, -500)
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spawn.shooter(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(4600, -500)
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@@ -1119,7 +1119,7 @@ const level = {
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// spawn.sniper(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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spawn.spawnerBossCulture(1600, -500)
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// spawn.spawnerBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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// spawn.beamer(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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@@ -921,7 +921,7 @@ const mobs = {
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this.torque += 0.000004 * this.inertia;
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} else if (dot < -threshold) {
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this.torque -= 0.000004 * this.inertia;
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} else if (this.noseLength > 1.5 && dot > 0 && dot < 0.03) {
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} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
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//fire
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spawn.bullet(this.vertices[1].x, this.vertices[1].y, 9 + Math.ceil(this.radius / 15));
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const v = 15;
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12
js/spawn.js
12
js/spawn.js
@@ -919,7 +919,7 @@ const spawn = {
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me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
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me.accelMag = 0.0001 * simulation.accelScale;
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me.frictionAir = 0.025;
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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me.memory = Infinity;
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Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
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me.do = function() {
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@@ -996,7 +996,7 @@ const spawn = {
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me.eventHorizon = 1100; //required for black hole
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me.seeAtDistance2 = (me.eventHorizon + 1200) * (me.eventHorizon + 1200); //vision limit is event horizon
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me.accelMag = 0.00003 * simulation.accelScale;
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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// me.frictionAir = 0.005;
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me.memory = 1600;
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Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
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@@ -2148,7 +2148,7 @@ const spawn = {
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me.alpha = 1; //used in drawGhost
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me.canTouchPlayer = false; //used in drawGhost
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// me.leaveBody = false;
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me.collisionFilter.mask = cat.bullet | cat.body
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me.collisionFilter.mask = cat.bullet //| cat.body
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me.showHealthBar = false;
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me.memory = 480;
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me.do = function() {
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@@ -2259,7 +2259,7 @@ const spawn = {
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me.memory = Infinity;
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// me.memory = 300;
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// Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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spawn.shield(me, x, y, 1);
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@@ -2485,7 +2485,7 @@ const spawn = {
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this.torque += 0.000004 * this.inertia;
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} else if (dot < -threshold) {
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this.torque -= 0.000004 * this.inertia;
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} else if (this.noseLength > 1.5 && dot > 0 && dot < 0.05) {
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} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
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//fire
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spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 7 + Math.ceil(this.radius / 15), 4);
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const v = 20 * simulation.accelScale;
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@@ -2965,7 +2965,7 @@ const spawn = {
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// //run this function on hitting player
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// this.explode();
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// };
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me.collisionFilter.mask = cat.bullet | cat.player | cat.mob | cat.body
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me.collisionFilter.mask = cat.bullet | cat.player | cat.mob //| cat.body
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me.accelMag = 0.0004 * simulation.accelScale;
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me.leaveBody = false;
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me.frictionAir = 0.02;
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15
todo.txt
15
todo.txt
@@ -1,17 +1,10 @@
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******************************************************** NEXT PATCH ********************************************************
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experiment and junk tech: decomposers - mobs leave behind spawns when they die
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new levelBoss - a cluster of larger spawns
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while it's alive all mobs other leave behind spawns
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added block collisions to most no collide mobs
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(this should buff block throwing and pilot wave)
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fixed: sniper/shooter issues with aiming
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fixed: Copied build urls
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******************************************************** BUGS ********************************************************
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Copied build urls broke. You get the guns but none of the tech
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spawns are forming node groups, but why??
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you have to press z once to get copy to work for simulation.enableConstructMode() sometimes
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@@ -42,6 +35,10 @@ fix door.isOpen actually meaning isClosed?
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******************************************************** TODO ********************************************************
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Tech: "Spacial Continuity": 12% chance for the block resulting from a slain enemy to be thrown at the nearst mob.
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Mobs that travel through walls but get stuck on blocks are annoying
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tech plasma field - plasma field becomes an aoe damage field with the same radius
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200% more energy drain, 100% more damage
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draw a square (or two) that rapidly spins
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