game balance - foam,harmonic field, laser mob

This commit is contained in:
landgreen
2019-12-20 06:15:32 -08:00
parent 48819459da
commit 0855064363
5 changed files with 32 additions and 51 deletions

View File

@@ -1731,7 +1731,7 @@ const b = {
name: "foam", //15
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",
ammo: 0,
ammoPack: 95,
ammoPack: 90,
have: false,
isStarterGun: true,
fire() {
@@ -1788,22 +1788,22 @@ const b = {
if (this.count < 17) {
this.count++
//grow
const SCALE = 1.1
const SCALE = 1.08
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
//shrink
const SCALE = 1 - 0.006 / b.isModBulletsLastLonger
const SCALE = 1 - 0.0035 / b.isModBulletsLastLonger
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
if (this.radius < 11) this.endCycle = 0;
if (this.radius < 14) this.endCycle = 0;
}
if (this.target && this.target.alive) { //if stuck to a target
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
Matter.Body.setVelocity(this.target, Matter.Vector.mult(this.target.velocity, 0.94))
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.94)
this.target.damage(b.dmgScale * 0.0025);
this.target.damage(b.dmgScale * 0.004);
} else if (this.target !== null) { //look for a new target
this.target = null
this.collisionFilter.category = cat.bullet;
@@ -1813,8 +1813,8 @@ const b = {
}
});
World.add(engine.world, bullet[me]); //add bullet to world
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 15 : 4) * b.modFireRate); // cool down
const SPEED = mech.crouch ? 20 : 14 - RADIUS * 0.25;
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 12 : 4) * b.modFireRate); // cool down
const SPEED = mech.crouch ? 22 : 12 - RADIUS * 0.25;
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)