drone rework, reroll mods
anthropic principle - now consumes 1 rerolls, and heals player to 50% health instead of letting them die many worlds - 66% chance for rerolls quantum immortality - also gives 3 rerolls mod drones - Brushless Motor: drones move faster mod drones - redundant systems: removed choices in power up selection should no longer repeat the previous choices when possible
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18
js/mobs.js
18
js/mobs.js
@@ -373,7 +373,7 @@ const mobs = {
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
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if (mech.collisionImmuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
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if (mech.immuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
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if (mech.energy > 0.1) mech.energy -= 0.003
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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@@ -461,13 +461,15 @@ const mobs = {
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if (!mech.isStealth) vertexCollision(this.position, look, [player]);
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// hitting player
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if (best.who === player) {
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if (mech.collisionImmuneCycle < mech.cycle) dmg = 0.0012 * game.dmgScale;
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mech.damage(dmg);
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//draw damage
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ctx.fillStyle = "#f00";
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ctx.beginPath();
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ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
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ctx.fill();
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if (mech.immuneCycle < mech.cycle) {
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const dmg = 0.0012 * game.dmgScale;
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mech.damage(dmg);
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//draw damage
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ctx.fillStyle = "#f00";
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ctx.beginPath();
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ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
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ctx.fill();
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}
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}
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//draw beam
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if (best.dist2 === Infinity) {
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