2 more classic n-gon dates
added 2 more classic n-gon dates plasma ball does 10% more damage moves 20% faster targets mob bullets better standing wave has a 45/60->30/60 second cooldown after blocking a shielded mob but, standing wave now also triggers it's CD on shields that protect groups of mobs JUNK tech: Mech v4.48 removed JUNK tech: cosmogonic myth - opens a random classic version of n-gon in a new tab, after 5 minutes close the tab and spawn 1 of every tech bug fixes
This commit is contained in:
35
js/bullet.js
35
js/bullet.js
@@ -1531,25 +1531,6 @@ const b = {
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})
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let dist = Vector.magnitude(sub)
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if (input.fire) {
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//control position while hooked
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// if (input.down) { //down
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// player.force.y += 5 * player.mass * simulation.g;
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// dist *= 0.25
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// this.ropeExtension += 10
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// } else if (input.up) { //up
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// this.ropeExtension -= 10
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// if (this.ropeExtension < 0) this.ropeExtension = 0
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// player.force.y -= 5 * player.mass * simulation.g;
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// dist *= 0.4
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// } else {}
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// if (input.right) { //down
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// dist *= 0.4
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// player.force.x += 5 * player.mass * simulation.g;
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// } else if (input.left) { //up
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// dist *= 0.4
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// player.force.x -= 5 * player.mass * simulation.g;
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// }
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m.fireCDcycle = m.cycle + 30; // cool down if out of energy
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this.endCycle = simulation.cycle + 10
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if (input.down) { //down
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@@ -1608,7 +1589,7 @@ const b = {
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35) {
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harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true) {
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const me = bullet.length;
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const returnRadius = 100 * Math.sqrt(harpoonSize)
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bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], {
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@@ -1723,11 +1704,13 @@ const b = {
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player.force.x += momentum.x
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player.force.y += momentum.y
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// refund ammo
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "harpoon") {
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b.guns[i].ammo++;
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simulation.updateGunHUD();
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break;
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if (isReturnAmmo) {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "harpoon") {
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b.guns[i].ammo++;
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simulation.updateGunHUD();
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break;
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}
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}
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}
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} else {
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@@ -6404,7 +6387,7 @@ const b = {
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}
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}
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if (input.down) {
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b.harpoon(where, null, m.angle, harpoonSize, true, 1.5 * totalCycles)
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b.harpoon(where, null, m.angle, harpoonSize, true, 1.5 * totalCycles, (input.down && tech.crouchAmmoCount && (tech.crouchAmmoCount - 1) % 2) ? false : true)
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} else {
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b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles)
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}
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