custom run fixes. mod balance

This commit is contained in:
landgreen
2019-12-05 05:31:06 -08:00
parent 3b7e877103
commit 23f953f699
6 changed files with 170 additions and 155 deletions

View File

@@ -88,9 +88,9 @@
</div> --> </div> -->
<div id="build-grid"></div> <div id="build-grid"></div>
<!-- <button type="button" id="build-button">challenge run</button> --> <!-- <button type="button" id="build-button">challenge run</button> -->
<svg class="SVG-button" id="build-button" width="94" height="40"> <svg class="SVG-button" id="build-button" width="110" height="40">
<g stroke='none' fill='#333' stroke-width="2" font-size="28px" font-family="Arial, sans-serif"> <g stroke='none' fill='#333' stroke-width="2" font-size="28px" font-family="Arial, sans-serif">
<text x="10" y="30">builds</text> <text x="10" y="30">custom</text>
</g> </g>
</svg> </svg>

View File

@@ -67,7 +67,7 @@ const b = {
}, },
{ {
name: "auto-loading heuristics", name: "auto-loading heuristics",
description: "<strong>delay</strong> between your shots is 15% <strong>shorter</strong>", description: "your <strong>delay</strong> after firing is 15% <strong>shorter</strong>",
have: false, //1 have: false, //1
effect: () => { //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls effect: () => { //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
b.modFireRate = 0.85 b.modFireRate = 0.85
@@ -123,11 +123,11 @@ const b = {
} }
}, },
{ {
name: "field siphon", name: "energy transfer",
description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done", description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
have: false, //8 have: false, //8
effect: () => { //good with laser, and all fields effect: () => { //good with laser, and all fields
b.modEnergySiphon = 0.15; b.modEnergySiphon = 0.2;
} }
}, },
{ {
@@ -135,7 +135,7 @@ const b = {
description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done", description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
have: false, //9 have: false, //9
effect: () => { //good with guns that overkill: one shot, grenade effect: () => { //good with guns that overkill: one shot, grenade
b.modHealthDrain = 0.01; b.modHealthDrain = 0.015;
} }
}, },
{ {
@@ -192,7 +192,7 @@ const b = {
}, },
{ {
name: "fracture analysis", name: "fracture analysis",
description: "<strong>6x</strong> physical <strong class='color-d'>damage</strong> to unaware enemies<br><em>enemies aware of you have a health bar</em>", description: "<strong>5x</strong> physical <strong class='color-d'>damage</strong> to unaware enemies<br><em>unaware enemies don't have a health bar</em>",
have: false, //16 have: false, //16
effect: () => { // good with high damage guns that strike from a distance: rail gun, drones, flechettes, spores, grenade, vacuum bomb effect: () => { // good with high damage guns that strike from a distance: rail gun, drones, flechettes, spores, grenade, vacuum bomb
b.modIsCrit = true; b.modIsCrit = true;
@@ -223,7 +223,7 @@ const b = {
} }
}, },
{ {
name: "monogamy", name: "entanglement",
description: "using your first gun reduces <strong class='color-d'>damage</strong> taken<br><em>scales by <strong>7%</strong> for each gun in your inventory</em>", description: "using your first gun reduces <strong class='color-d'>damage</strong> taken<br><em>scales by <strong>7%</strong> for each gun in your inventory</em>",
have: false, //20 have: false, //20
effect: () => { // good with long term planning effect: () => { // good with long term planning
@@ -251,7 +251,7 @@ const b = {
} }
} else { } else {
if (!b.guns[gun].have) b.inventory.push(gun); if (!b.guns[gun].have) b.inventory.push(gun);
b.activeGun = gun; if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
b.guns[gun].have = true; b.guns[gun].have = true;
b.guns[gun].ammo = b.guns[gun].ammoPack * ammoPacks; b.guns[gun].ammo = b.guns[gun].ammoPack * ammoPacks;
} }
@@ -705,20 +705,20 @@ const b = {
}, },
{ {
name: "rail gun", //1 name: "rail gun", //1
description: "magnetically launch a dense rod<br><strong>hold left mouse</strong> to charge and <strong>repel</strong> enemies", description: "electro-magnetically launch a dense rod<br><strong>hold</strong> left mouse to charge <strong>release</strong> to fire", //and <strong>repel</strong> enemies
ammo: 0, ammo: 0,
ammoPack: 11, ammoPack: 7,
have: false, have: false,
isStarterGun: false, isStarterGun: false,
fire() { fire() {
const me = bullet.length; const me = bullet.length;
bullet[me] = Bodies.rectangle(0, 0, 0.012 * b.modBulletSize, 0.0022 * b.modBulletSize, { bullet[me] = Bodies.rectangle(0, 0, 0.012 * b.modBulletSize, 0.0025 * b.modBulletSize, {
density: 0.002, //0.001 is normal density: 0.01, //0.001 is normal
//frictionAir: 0.01, //restitution: 0, //frictionAir: 0.01, //restitution: 0,
// angle: 0, // angle: 0,
// friction: 0.5, // friction: 0.5,
frictionAir: 0, frictionAir: 0,
dmg: 3 + b.modExtraDmg, //damage done in addition to the damage from momentum dmg: b.modExtraDmg, //damage done in addition to the damage from momentum
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {
category: 0x000000, category: 0x000000,
@@ -735,7 +735,7 @@ const b = {
bullet[me].charge = 0; bullet[me].charge = 0;
bullet[me].do = function () { bullet[me].do = function () {
if (this.isCharging) { if (this.isCharging) {
if ((!game.mouseDown && this.charge > 0.5)) { //fire on mouse release if ((!game.mouseDown && this.charge > 0.4)) { //fire on mouse release
this.isCharging = false this.isCharging = false
mech.fireCDcycle = mech.cycle + 2; // set fire cool down mech.fireCDcycle = mech.cycle + 2; // set fire cool down
Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it) Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
@@ -746,7 +746,7 @@ const b = {
y: mech.pos.y y: mech.pos.y
}) })
Matter.Body.setAngle(this, mech.angle) Matter.Body.setAngle(this, mech.angle)
const speed = 85 const speed = 90
Matter.Body.setVelocity(this, { Matter.Body.setVelocity(this, {
x: mech.Vx / 2 + speed * this.charge * Math.cos(mech.angle), x: mech.Vx / 2 + speed * this.charge * Math.cos(mech.angle),
y: mech.Vy / 2 + speed * this.charge * Math.sin(mech.angle) y: mech.Vy / 2 + speed * this.charge * Math.sin(mech.angle)
@@ -758,24 +758,36 @@ const b = {
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
//push away blocks when firing //push away blocks when firing
const RANGE = 450 * this.charge let range = 450 * this.charge
for (let i = 0, len = body.length; i < len; ++i) { for (let i = 0, len = body.length; i < len; ++i) {
const SUB = Matter.Vector.sub(body[i].position, mech.pos) const SUB = Matter.Vector.sub(body[i].position, mech.pos)
const DISTANCE = Matter.Vector.magnitude(SUB) const DISTANCE = Matter.Vector.magnitude(SUB)
if (DISTANCE < RANGE) { if (DISTANCE < range) {
const DEPTH = Math.max(RANGE - DISTANCE, 100) const DEPTH = Math.max(range - DISTANCE, 100)
const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.005 * Math.sqrt(DEPTH) * Math.sqrt(body[i].mass)) const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.005 * Math.sqrt(DEPTH) * Math.sqrt(body[i].mass))
body[i].force.x += FORCE.x body[i].force.x += FORCE.x;
body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
} }
} }
for (let i = 0, len = mob.length; i < len; ++i) {
const SUB = Matter.Vector.sub(mob[i].position, mech.pos)
const DISTANCE = Matter.Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.max(range - DISTANCE, 100)
const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.005 * Math.sqrt(DEPTH) * Math.sqrt(mob[i].mass))
mob[i].force.x += 1.5 * FORCE.x;
mob[i].force.y += 1.5 * FORCE.y;
}
}
//push mobs around player when firing //push mobs around player when firing
// range = 600 * this.charge
// for (let i = 0, len = mob.length; i < len; ++i) { // for (let i = 0, len = mob.length; i < len; ++i) {
// const SUB = Matter.Vector.sub(mob[i].position, mech.pos) // const SUB = Matter.Vector.sub(mob[i].position, mech.pos)
// const DISTANCE = Matter.Vector.magnitude(SUB) // const DISTANCE = Matter.Vector.magnitude(SUB)
// if (DISTANCE < RANGE) { // if (DISTANCE < range) {
// const DEPTH = RANGE - DISTANCE // const DEPTH = range - DISTANCE
// const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.00000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass)) // const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.00000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass))
// mob[i].force.x += FORCE.x // mob[i].force.x += FORCE.x
// mob[i].force.y += FORCE.y // mob[i].force.y += FORCE.y
@@ -786,107 +798,109 @@ const b = {
if (mech.crouch) { if (mech.crouch) {
this.charge = this.charge * 0.97 + 0.03 // this.charge converges to 1 this.charge = this.charge * 0.97 + 0.03 // this.charge converges to 1
} else { } else {
this.charge = this.charge * 0.98 + 0.02 // this.charge converges to 1 this.charge = this.charge * 0.987 + 0.013 // this.charge converges to 1
} }
//gently push away mobs while charging //gently push away mobs while charging
const RANGE = 270 * this.charge // const RANGE = 270 * this.charge
for (let i = 0, len = mob.length; i < len; ++i) { // for (let i = 0, len = mob.length; i < len; ++i) {
const SUB = Matter.Vector.sub(mob[i].position, mech.pos) // const SUB = Matter.Vector.sub(mob[i].position, mech.pos)
const DISTANCE = Matter.Vector.magnitude(SUB) // const DISTANCE = Matter.Vector.magnitude(SUB)
// // if (DISTANCE < RANGE) {
// // Matter.Body.setVelocity(mob[i], Matter.Vector.rotate(mob[i].velocity, 0.1))
// // }
// // const DRAIN = 0.0002 //&& mech.fieldMeter > DRAIN
// if (DISTANCE < RANGE) { // if (DISTANCE < RANGE) {
// Matter.Body.setVelocity(mob[i], Matter.Vector.rotate(mob[i].velocity, 0.1)) // // mech.fieldMeter -= DRAIN + mech.fieldRegen;
// const DEPTH = RANGE - DISTANCE
// const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.000000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass))
// mob[i].force.x += FORCE.x
// mob[i].force.y += FORCE.y
// } // }
// const DRAIN = 0.0002 //&& mech.fieldMeter > DRAIN // }
if (DISTANCE < RANGE) {
// mech.fieldMeter -= DRAIN + mech.fieldRegen; //draw laser targeting
const DEPTH = RANGE - DISTANCE let best;
const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.000000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass)) let range = 3000
mob[i].force.x += FORCE.x const dir = mech.angle
mob[i].force.y += FORCE.y const path = [{
x: mech.pos.x + 20 * Math.cos(dir),
y: mech.pos.y + 20 * Math.sin(dir)
},
{
x: mech.pos.x + range * Math.cos(dir),
y: mech.pos.y + range * Math.sin(dir)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
} }
} }
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
// //draw laser targeting //check for collisions
// let best; best = {
// let range = 3000 x: null,
// const dir = mech.angle y: null,
// const path = [{ dist2: Infinity,
// x: mech.pos.x + 20 * Math.cos(dir), who: null,
// y: mech.pos.y + 20 * Math.sin(dir) v1: null,
// }, v2: null
// { };
// x: mech.pos.x + range * Math.cos(dir), vertexCollision(path[0], path[1], mob);
// y: mech.pos.y + range * Math.sin(dir) vertexCollision(path[0], path[1], map);
// } vertexCollision(path[0], path[1], body);
// ]; if (best.dist2 != Infinity) { //if hitting something
// const vertexCollision = function (v1, v1End, domain) { path[path.length - 1] = {
// for (let i = 0; i < domain.length; ++i) { x: best.x,
// let vertices = domain[i].vertices; y: best.y
// const len = vertices.length - 1; };
// for (let j = 0; j < len; j++) { }
// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// //check for collisions //draw laser beam
// best = { ctx.beginPath();
// x: null, ctx.moveTo(path[0].x, path[0].y);
// y: null, ctx.lineTo(path[1].x, path[1].y);
// dist2: Infinity, ctx.strokeStyle = `rgba(100,0,180,0.7)`;
// who: null, ctx.lineWidth = this.charge * 1
// v1: null, ctx.setLineDash([10, 20]);
// v2: null ctx.stroke();
// }; ctx.setLineDash([0, 0]);
// vertexCollision(path[0], path[1], mob);
// vertexCollision(path[0], path[1], map);
// vertexCollision(path[0], path[1], body);
// if (best.dist2 != Infinity) { //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// }
// //draw laser beam
// ctx.beginPath();
// ctx.moveTo(path[0].x, path[0].y);
// ctx.lineTo(path[1].x, path[1].y);
// ctx.strokeStyle = `rgba(50,0,100,0.1)`;
// ctx.lineWidth = this.charge * 3
// ctx.stroke();
//draw magnetic field //draw magnetic field
const X = mech.pos.x const X = mech.pos.x

View File

@@ -179,7 +179,7 @@ function mobCollisionChecks(event) {
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) { if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity))); // const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity))) let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
if (b.modIsCrit && !mob[k].seePlayer.recall) dmg *= 6 if (b.modIsCrit && !mob[k].seePlayer.recall) dmg *= 5
mob[k].foundPlayer(); mob[k].foundPlayer();
mob[k].damage(dmg); mob[k].damage(dmg);
obj.onDmg(); //some bullets do actions when they hits things, like despawn obj.onDmg(); //some bullets do actions when they hits things, like despawn
@@ -187,7 +187,8 @@ function mobCollisionChecks(event) {
//add dmg to draw queue //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x, x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y, y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 40, // radius: Math.sqrt(dmg) * 40,
radius: Math.log(2 * dmg + 1.1) * 40,
color: game.playerDmgColor, color: game.playerDmgColor,
time: game.drawTime time: game.drawTime
}); });

View File

@@ -180,19 +180,16 @@ document.getElementById("build-button").addEventListener("click", () => {
build.list = [] build.list = []
// let text = '<p>choose up to 5 powers<br> <button type="button" id="build-begin-button" onclick="build.startBuildRun()">Begin Run</button></p>' // let text = '<p>choose up to 5 powers<br> <button type="button" id="build-begin-button" onclick="build.startBuildRun()">Begin Run</button></p>'
let text = let text =
`<div style=" display: flex; `<div style="display: flex; justify-content: center; align-items: center;">
justify-content: center; <svg class="SVG-button" onclick="build.startBuildRun()" width="90" height="40">
align-items: center;"> <g stroke='none' fill='#333' stroke-width="2" font-size="30px" font-family="Ariel, sans-serif">
<p>choose up to 5 powers</p> <text x="15" y="31">start</text>
</div>
<div style=" display: flex;
justify-content: center;
align-items: center;">
<svg class="SVG-button" onclick="build.startBuildRun()" width="74" height="36">
<g stroke='none' fill='#333' stroke-width="2" font-size="28px" font-family="Ariel, sans-serif">
<text x="10" y="28">start</text>
</g> </g>
</svg></div>` </svg>
</div>
<div class="build-grid-module" style="font-size: 19px; line-height: 110%;">
Choose up to five power ups. Once you start, only health and ammo will drop, so pick carefully.
</div>`
for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) { for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')" ><div class="circle-grid field"></div> &nbsp; <strong style='font-size:1.3em;'>${mech.fieldUpgrades[i].name}</strong><br> ${mech.fieldUpgrades[i].description}</div>` text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')" ><div class="circle-grid field"></div> &nbsp; <strong style='font-size:1.3em;'>${mech.fieldUpgrades[i].name}</strong><br> ${mech.fieldUpgrades[i].description}</div>`
} }
@@ -248,7 +245,7 @@ document.body.addEventListener("mousemove", (e) => {
document.body.addEventListener("mouseup", (e) => { document.body.addEventListener("mouseup", (e) => {
// game.buildingUp(e); //uncomment when building levels // game.buildingUp(e); //uncomment when building levels
game.mouseDown = false; // game.mouseDown = false;
// console.log(e) // console.log(e)
if (e.which === 3) { if (e.which === 3) {
game.mouseDownRight = false; game.mouseDownRight = false;

View File

@@ -15,7 +15,7 @@ const level = {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns // game.difficulty = 6; //for testing to simulate possible mobs spawns
// level.startBuildRun(5) // level.startBuildRun(5)
// b.giveGuns(11) // b.giveGuns(1)
// mech.fieldUpgrades[2].effect(); // mech.fieldUpgrades[2].effect();
// b.giveMod(13) // b.giveMod(13)
// spawn.pickList = ["ghoster", "ghoster"] // spawn.pickList = ["ghoster", "ghoster"]

View File

@@ -29,20 +29,20 @@ const mobs = {
ctx.stroke(); ctx.stroke();
} }
}, },
alert(range) { // alert(range) {
range = range * range; // range = range * range;
for (let i = 0; i < mob.length; i++) { // for (let i = 0; i < mob.length; i++) {
if (mob[i].distanceToPlayer2() < range) mob[i].locatePlayer(); // if (mob[i].distanceToPlayer2() < range) mob[i].locatePlayer();
} // }
}, // },
startle(amount) { // startle(amount) {
for (let i = 0; i < mob.length; i++) { // for (let i = 0; i < mob.length; i++) {
if (!mob[i].seePlayer.yes) { // if (!mob[i].seePlayer.yes) {
mob[i].force.x += amount * mob[i].mass * (Math.random() - 0.5); // mob[i].force.x += amount * mob[i].mass * (Math.random() - 0.5);
mob[i].force.y += amount * mob[i].mass * (Math.random() - 0.5); // mob[i].force.y += amount * mob[i].mass * (Math.random() - 0.5);
} // }
} // }
}, // },
//********************************************************************************************** //**********************************************************************************************
//********************************************************************************************** //**********************************************************************************************
spawn(xPos, yPos, sides, radius, color) { spawn(xPos, yPos, sides, radius, color) {
@@ -898,16 +898,19 @@ const mobs = {
} }
}, },
damage(dmg) { damage(dmg) {
console.log(dmg, "before")
dmg /= Math.sqrt(this.mass)
console.log(dmg, "after")
if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500 if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500
this.health -= dmg / Math.sqrt(this.mass);
//this.fill = this.color + this.health + ')';
if (this.health < 0.1) this.death();
this.onDamage(this); //custom damage effects
if (dmg !== Infinity) { if (dmg !== Infinity) {
if (b.modEnergySiphon) mech.fieldMeter += dmg * b.modEnergySiphon if (b.modEnergySiphon) mech.fieldMeter += Math.min(this.health, dmg) * b.modEnergySiphon
if (b.modHealthDrain) mech.addHealth(dmg * b.modHealthDrain) if (b.modHealthDrain) mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
} }
this.health -= dmg
//this.fill = this.color + this.health + ')';
if (this.health < 0.01) this.death();
this.onDamage(this); //custom damage effects
}, },
onDamage() { onDamage() {
// a placeholder for custom effects on mob damage // a placeholder for custom effects on mob damage
@@ -996,7 +999,7 @@ const mobs = {
mob.splice(i, 1); mob.splice(i, 1);
} }
}); });
mob[i].alertRange2 = Math.pow(mob[i].radius * 3 + 200, 2); mob[i].alertRange2 = Math.pow(mob[i].radius * 3.5 + 550, 2);
World.add(engine.world, mob[i]); //add to world World.add(engine.world, mob[i]); //add to world
} }
}; };