worm-shot, ice-shot, needle-shot, foam-shot
shotgun techs: (I haven't done enough testing so let me know if these different shotgun modes aren't balanced) worm shot ice-IX shot foam shot needle shot foam lasts much longer on shielded mobs overall foam damage is reduced about 8% attacks that drain energy don't work when the player is immune to harm slime, radiation fields, black holes energy regen that consumes something (ammo, blocks, power ups) now works when immune to harm but passive energy regen is still stopped while you are immune to harm pilot wave field can no longer hit intangible mobs with blocks it was too annoying that you can't use blocks to move around so I reverted it back
This commit is contained in:
256
js/bullet.js
256
js/bullet.js
@@ -329,7 +329,7 @@ const b = {
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if (Vector.magnitude(Vector.sub(where, player.position)) < radius) {
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const DRAIN = (tech.isExplosionHarm ? 0.5 : 0.25) * (tech.isRadioactiveResistance ? 0.25 : 1)
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// * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
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m.energy -= DRAIN
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if (m.immuneCycle < m.cycle) m.energy -= DRAIN
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if (m.energy < 0) {
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m.energy = 0
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m.damage(0.03 * (tech.isRadioactiveResistance ? 0.25 : 1));
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@@ -1036,7 +1036,7 @@ const b = {
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if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
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const DRAIN = tech.isRadioactiveResistance ? 0.0025 * 0.25 : 0.0025
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if (m.energy > DRAIN) {
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m.energy -= DRAIN
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if (m.immuneCycle < m.cycle) m.energy -= DRAIN
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} else {
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m.energy = 0;
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m.damage(tech.isRadioactiveResistance ? 0.00016 * 0.25 : 0.00016) //0.00015
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@@ -1861,7 +1861,7 @@ const b = {
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},
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onEnd() {
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if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
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m.health += 0.005
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m.health += 0.005 + 0.005 * tech.isSporeWorm
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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m.displayHealth();
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}
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@@ -1919,7 +1919,7 @@ const b = {
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});
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World.add(engine.world, bullet[bIndex]); //add bullet to world
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if (tech.isMutualism && m.health > 0.02) {
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m.health -= 0.005
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m.health -= 0.005 - 0.005 * tech.isSporeWorm
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m.displayHealth();
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bullet[bIndex].isMutualismActive = true
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}
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@@ -1957,7 +1957,7 @@ const b = {
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},
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onEnd() {
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if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
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m.health += 0.005
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m.health += 0.005 + 0.005 * tech.isSporeWorm
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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m.displayHealth();
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}
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@@ -2040,7 +2040,7 @@ const b = {
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World.add(engine.world, bullet[bIndex]); //add bullet to world
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if (tech.isMutualism && m.health > 0.02) {
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m.health -= 0.005
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m.health -= 0.005 - 0.005 * tech.isSporeWorm
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m.displayHealth();
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bullet[bIndex].isMutualismActive = true
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}
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@@ -2048,17 +2048,18 @@ const b = {
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},
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iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
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const me = bullet.length;
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const THRUST = 0.004
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const THRUST = 0.0006
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const RADIUS = 18
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const SCALE = 1 - 0.08 / tech.isBulletsLastLonger
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bullet[me] = Bodies.polygon(where.x, where.y, 3, RADIUS, {
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angle: dir - Math.PI,
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inertia: Infinity,
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friction: 0,
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frictionAir: 0.10,
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restitution: 0.3,
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dmg: 0.42, //damage done in addition to the damage from momentum
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frictionAir: 0.023,
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restitution: 0.9,
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dmg: 0.5, //damage done in addition to the damage from momentum
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lookFrequency: 14 + Math.floor(8 * Math.random()),
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endCycle: simulation.cycle + 140 * tech.isBulletsLastLonger,
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endCycle: simulation.cycle + 150 * tech.isBulletsLastLonger + Math.floor(25 * Math.random()),
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -2071,13 +2072,8 @@ const b = {
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mobs.statusSlow(who, 180)
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this.endCycle = simulation.cycle
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// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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if (m.immuneCycle < m.cycle && tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
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setTimeout(function() {
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if (!who.alive) {
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m.energy += tech.iceEnergy * 0.8
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// m.addHealth(tech.iceEnergy * 0.04)
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}
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}, 10);
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if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
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setTimeout(() => { if (!who.alive) m.energy += tech.iceEnergy * 0.8 }, 10);
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}
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},
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onEnd() {},
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@@ -2085,8 +2081,7 @@ const b = {
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// this.force.y += this.mass * 0.0002;
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//find mob targets
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if (!(simulation.cycle % this.lookFrequency)) {
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const scale = 1 - 0.08 / tech.isBulletsLastLonger //0.9 * tech.isBulletsLastLonger;
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Matter.Body.scale(this, scale, scale);
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Matter.Body.scale(this, SCALE, SCALE);
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
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@@ -2380,7 +2375,7 @@ const b = {
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if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
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const DRAIN = tech.isRadioactiveResistance ? 0.0023 * 0.25 : 0.0023
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if (m.energy > DRAIN) {
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m.energy -= DRAIN
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if (m.immuneCycle < m.cycle) m.energy -= DRAIN
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} else {
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m.energy = 0;
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m.damage(tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) //0.00015
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@@ -2543,14 +2538,11 @@ const b = {
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// radius *= Math.sqrt(tech.bulletSize)
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const me = bullet.length;
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bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
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// angle: 0,
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density: 0.000001, // 0.001 is normal density
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inertia: Infinity,
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frictionAir: 0.003,
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// friction: 0.2,
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// restitution: 0.2,
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dmg: 0, //damage on impact
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damage: (tech.isFastFoam ? 0.048 : 0.012) * (tech.isFoamTeleport ? 1.66 : 1), //damage done over time
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damage: (tech.isFastFoam ? 0.044 : 0.011) * (tech.isFoamTeleport ? 1.66 : 1), //damage done over time
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scale: 1 - 0.006 / tech.isBulletsLastLonger * (tech.isFastFoam ? 1.6 : 1),
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classType: "bullet",
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collisionFilter: {
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@@ -2610,9 +2602,6 @@ const b = {
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this.radius *= this.scale;
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if (this.radius < 8) 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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const rotate = Vector.rotate(this.targetRelativePosition, this.target.angle) //add in the mob's new angle to the relative position vector
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if (this.target.isVerticesChange) {
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@@ -2622,12 +2611,10 @@ const b = {
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}
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Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
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Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9);
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// Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
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if (this.target.isShielded) {
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this.target.damage(b.dmgScale * this.damage, true); //shield damage bypass
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//shrink if mob is shielded
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const SCALE = 1 - 0.01 / tech.isBulletsLastLonger
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const SCALE = 1 - 0.004 / tech.isBulletsLastLonger //shrink if mob is shielded
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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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@@ -2641,9 +2628,7 @@ const b = {
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let targets = []
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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if (dist < 1000000) {
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targets.push(mob[i])
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}
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if (dist < 1000000) targets.push(mob[i])
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}
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const radius = Math.min(this.radius * 0.5, 10)
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const len = bullet.length < 100 ? 2 : 1
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@@ -2682,7 +2667,6 @@ const b = {
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this.radius *= SCALE;
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} else {
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this.force.y += this.mass * tech.foamGravity; //gravity
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if (tech.isFoamAttract) {
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for (let i = 0, len = mob.length; i < len; i++) {
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if (!mob[i].isBadTarget && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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@@ -2768,6 +2752,71 @@ const b = {
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};
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bullet[me].do = function() {};
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},
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needle(angle = m.angle) {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75, 0.75, b.fireAttributes(angle));
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bullet[me].collisionFilter.mask = tech.isNeedleShieldPierce ? cat.body : cat.body | cat.mobShield
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Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
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bullet[me].endCycle = simulation.cycle + 180;
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bullet[me].immuneList = []
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bullet[me].do = function() {
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const whom = Matter.Query.collides(this, mob)
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if (whom.length && this.speed > 20) { //if touching a mob
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for (let i = 0, len = whom.length; i < len; i++) {
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who = whom[i].bodyA
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if (who && who.mob) {
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let immune = false
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for (let i = 0; i < this.immuneList.length; i++) { //check if this needle has hit this mob already
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if (this.immuneList[i] === who.id) {
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immune = true
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break
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}
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
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b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id) //remember that this needle has hit this mob once already
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who.foundPlayer();
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 12 : 3, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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} else {
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let dmg = b.dmgScale * 5.5
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if (tech.isCrit && who.isStunned) dmg *= 4
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who.damage(dmg, tech.isNeedleShieldPierce);
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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}
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}
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}
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}
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} else if (Matter.Query.collides(this, map).length) { //stick in walls
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this.collisionFilter.mask = 0;
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Matter.Body.setAngularVelocity(this, 0)
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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this.do = function() {
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if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
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}
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} else if (this.speed < 30) {
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this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
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}
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};
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const SPEED = 90
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + SPEED * Math.cos(angle),
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y: m.Vy / 2 + SPEED * Math.sin(angle)
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});
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// Matter.Body.setDensity(bullet[me], 0.00001);
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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// **************************************************************************************************
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// **************************************************************************************************
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// ******************************** Bots *********************************************
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@@ -3629,91 +3678,19 @@ const b = {
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this.baseFire(m.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (m.crouch ? 1.35 : 3.2) / CD)
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},
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fireNeedles() {
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function makeNeedle(angle = m.angle) {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75, 0.75, b.fireAttributes(angle));
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bullet[me].collisionFilter.mask = tech.isNeedleShieldPierce ? cat.body : cat.body | cat.mobShield
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Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
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bullet[me].endCycle = simulation.cycle + 180;
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bullet[me].immuneList = []
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bullet[me].do = function() {
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const whom = Matter.Query.collides(this, mob)
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if (whom.length && this.speed > 20) { //if touching a mob
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for (let i = 0, len = whom.length; i < len; i++) {
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who = whom[i].bodyA
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if (who && who.mob) {
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let immune = false
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for (let i = 0; i < this.immuneList.length; i++) { //check if this needle has hit this mob already
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if (this.immuneList[i] === who.id) {
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immune = true
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break
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}
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
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b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id) //remember that this needle has hit this mob once already
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who.foundPlayer();
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 12 : 3, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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} else {
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let dmg = b.dmgScale * 5.5
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if (tech.isCrit && who.isStunned) dmg *= 4
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who.damage(dmg, tech.isNeedleShieldPierce);
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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}
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}
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}
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}
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} else if (Matter.Query.collides(this, map).length) { //stick in walls
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this.collisionFilter.mask = 0;
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Matter.Body.setAngularVelocity(this, 0)
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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this.do = function() {
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if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
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}
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} else if (this.speed < 30) {
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this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
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}
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};
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const SPEED = 90
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + SPEED * Math.cos(angle),
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y: m.Vy / 2 + SPEED * Math.sin(angle)
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});
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// Matter.Body.setDensity(bullet[me], 0.00001);
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World.add(engine.world, bullet[me]); //add bullet to world
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}
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if (m.crouch) {
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m.fireCDcycle = m.cycle + 45 * b.fireCDscale; // cool down
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makeNeedle()
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b.needle()
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for (let i = 1; i < 4; i++) { //4 total needles
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setTimeout(() => { if (!simulation.paused) makeNeedle() }, 60 * i);
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setTimeout(() => { if (!simulation.paused) b.needle() }, 60 * i);
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}
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} else {
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m.fireCDcycle = m.cycle + 25 * b.fireCDscale; // cool down
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makeNeedle()
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b.needle()
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for (let i = 1; i < 3; i++) { //3 total needles
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setTimeout(() => { if (!simulation.paused) makeNeedle() }, 60 * i);
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setTimeout(() => { if (!simulation.paused) b.needle() }, 60 * i);
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}
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}
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// const spread = (m.crouch ? 0.013 : 0.06)
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// makeNeedle(m.angle + spread)
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// makeNeedle()
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// makeNeedle(m.angle - spread)
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},
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fireRivets() {
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 25 : 17) * b.fireCDscale); // cool down
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@@ -3806,11 +3783,11 @@ const b = {
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let knock, spread
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if (m.crouch) {
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spread = 0.65
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m.fireCDcycle = m.cycle + Math.floor(55 * b.fireCDscale); // cool down
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m.fireCDcycle = m.cycle + Math.floor(55 * b.fireCDscale) // cool down
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(58 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(58 * b.fireCDscale); //player is immune to damage for 30 cycles
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knock = 0.01
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} else {
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m.fireCDcycle = m.cycle + Math.floor(45 * b.fireCDscale); // cool down
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m.fireCDcycle = m.cycle + Math.floor(45 * b.fireCDscale) // cool down
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
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spread = 1.3
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knock = 0.1
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@@ -3900,7 +3877,7 @@ const b = {
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y: speed * Math.sin(dirOff)
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});
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bullet[me].onEnd = function() {
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b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.6 : 1) + (Math.random() - 0.5) * 40); //makes bullet do explosive damage at end
|
||||
b.explosion(this.position, 160 * (tech.isShotgunReversed ? 1.6 : 1) + (Math.random() - 0.5) * 40); //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
@@ -3910,7 +3887,7 @@ const b = {
|
||||
}
|
||||
} else if (tech.isNailShot) {
|
||||
spread *= 0.65
|
||||
const dmg = 1.4 * (tech.isShotgunReversed ? 1.6 : 1)
|
||||
const dmg = 2 * (tech.isShotgunReversed ? 1.6 : 1)
|
||||
if (m.crouch) {
|
||||
for (let i = 0; i < 17; i++) {
|
||||
speed = 38 + 15 * Math.random()
|
||||
@@ -3938,6 +3915,49 @@ const b = {
|
||||
}, dmg)
|
||||
}
|
||||
}
|
||||
} else if (tech.isWormShot) {
|
||||
const unit = {
|
||||
x: Math.cos(m.angle),
|
||||
y: Math.sin(m.angle)
|
||||
}
|
||||
const where = {
|
||||
x: m.pos.x + 35 * unit.x,
|
||||
y: m.pos.y + 35 * unit.y
|
||||
}
|
||||
for (let i = 0, len = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random(); i < len; i++) {
|
||||
b.worm(where)
|
||||
const SPEED = 14 + 6 * Math.random() + 20 * m.crouch;
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], {
|
||||
x: SPEED * unit.x,
|
||||
y: SPEED * unit.y
|
||||
});
|
||||
}
|
||||
} else if (tech.isIceShot) {
|
||||
const spread = (m.crouch ? 0.6 : 1.6)
|
||||
for (let i = 0, len = 16 * (tech.isShotgunReversed ? 1.6 : 1); i < len; i++) {
|
||||
// iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
|
||||
b.iceIX(14 + 30 * Math.random(), m.angle + spread * (Math.random() - 0.5))
|
||||
}
|
||||
} else if (tech.isFoamShot) {
|
||||
const spread = (m.crouch ? 0.35 : 0.7)
|
||||
const where = {
|
||||
x: m.pos.x + 25 * Math.cos(m.angle),
|
||||
y: m.pos.y + 25 * Math.sin(m.angle)
|
||||
}
|
||||
const number = 14 * (tech.isShotgunReversed ? 1.6 : 1)
|
||||
for (let i = 0; i < number; i++) {
|
||||
const SPEED = 25 + 12 * Math.random();
|
||||
const angle = m.angle + spread * (Math.random() - 0.5)
|
||||
b.foam(where, { x: SPEED * Math.cos(angle), y: SPEED * Math.sin(angle) }, 5 + 8 * Math.random())
|
||||
}
|
||||
} else if (tech.isNeedleShot) {
|
||||
const number = 12 * (tech.isShotgunReversed ? 1.6 : 1)
|
||||
const spread = (m.crouch ? 0.04 : 0.08)
|
||||
let angle = m.angle - (number - 1) * spread * 0.5
|
||||
for (let i = 0; i < number; i++) {
|
||||
b.needle(angle)
|
||||
angle += spread
|
||||
}
|
||||
} else {
|
||||
const side = 22
|
||||
for (let i = 0; i < 17; i++) {
|
||||
@@ -4843,7 +4863,7 @@ const b = {
|
||||
|
||||
if (tech.isCapacitor) {
|
||||
if ((m.energy > 0.16 || tech.isRailEnergyGain)) { //&& m.immuneCycle < m.cycle
|
||||
if (m.immuneCycle < m.cycle) m.energy += 0.16 * (tech.isRailEnergyGain ? 6 : -1)
|
||||
m.energy += 0.16 * (tech.isRailEnergyGain ? 4.5 : -1)
|
||||
m.fireCDcycle = m.cycle + Math.floor(30 * b.fireCDscale);
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 60, 14, {
|
||||
@@ -4970,7 +4990,7 @@ const b = {
|
||||
bullet[me].charge = 0;
|
||||
bullet[me].do = function() {
|
||||
if (m.energy < 0.005 && !tech.isRailEnergyGain) {
|
||||
if (m.immuneCycle < m.cycle) m.energy += 0.05 + this.charge * 0.3
|
||||
m.energy += 0.05 + this.charge * 0.2
|
||||
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
|
||||
this.endCycle = 0;
|
||||
return
|
||||
@@ -5019,7 +5039,7 @@ const b = {
|
||||
let smoothRate = 0.98 * (m.crouch ? 0.99 : 1) * (0.98 + 0.02 * b.fireCDscale) //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
|
||||
this.charge = this.charge * smoothRate + 1 * (1 - smoothRate)
|
||||
if (tech.isRailEnergyGain) {
|
||||
if (m.immuneCycle < m.cycle) m.energy += (this.charge - previousCharge) * 2 //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
||||
m.energy += (this.charge - previousCharge) * 1.5 //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
||||
} else {
|
||||
m.energy -= (this.charge - previousCharge) * 0.33 //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user