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