orthocyclic winding
tech: brushless motor - drones rush more often and do 44% more damage requires torque bursts tech: orthocyclic winding - irradiated drones are faster and do more damage requires irradiated drones automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets safari is super buggy, I'm guessing no one that reports bugs uses it. fixed scroll bar covering up pause right side text on safari and firefox fixed issue with ctx.setLineDash sometimes making the player dashed on safari various other bug fixes
This commit is contained in:
17
js/spawn.js
17
js/spawn.js
@@ -563,7 +563,7 @@ const spawn = {
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ctx.lineWidth = 1.5 * scale;
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ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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ctx.lineWidth = 20;
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ctx.strokeStyle = `rgba(80,0,255,${0.07*scale})`;
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ctx.stroke(); // Draw it
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@@ -579,7 +579,7 @@ const spawn = {
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ctx.lineWidth = 1.5;
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ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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ctx.lineWidth = 20;
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ctx.strokeStyle = "rgba(80,0,255,0.07)";
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ctx.stroke(); // Draw it
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@@ -1319,7 +1319,7 @@ const spawn = {
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}
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// this.seePlayerCheckByDistance()
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if (!(simulation.cycle % this.seePlayerFreq)) {
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if (this.distanceToPlayer2() < this.seeAtDistance2) { //&& !m.isCloak ignore cloak for black holes
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if (this.distanceToPlayer2() < this.seeAtDistance2) { // ignore cloak for black holes
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this.locatePlayer();
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if (!this.seePlayer.yes) this.seePlayer.yes = true;
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} else if (this.seePlayer.recall) {
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@@ -1987,7 +1987,7 @@ const spawn = {
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ctx.lineWidth = 3;
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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ctx.stroke();
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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}
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};
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},
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@@ -2143,7 +2143,7 @@ const spawn = {
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ctx.lineWidth = 2;
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ctx.strokeStyle = "rgba(120,0,255,0.3)";
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ctx.stroke();
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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}
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} else { //aim at player
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this.fireCycle++
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@@ -2266,7 +2266,7 @@ const spawn = {
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ctx.lineWidth = 2;
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ctx.strokeStyle = "rgba(255,0,100,0.3)";
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ctx.stroke();
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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}
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} else { //aim at player
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this.fireCycle++
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@@ -2382,7 +2382,7 @@ const spawn = {
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ctx.lineWidth = 1.5;
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ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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ctx.setLineDash([]);
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ctx.lineWidth = 20;
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ctx.strokeStyle = "rgba(80,0,255,0.07)";
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ctx.stroke(); // Draw it
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@@ -3524,6 +3524,7 @@ const spawn = {
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me.restitution = 0.5;
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me.leaveBody = false;
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me.isDropPowerUp = false;
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me.isBadTarget = true;
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me.showHealthBar = false;
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me.collisionFilter.category = cat.mobBullet;
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me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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@@ -3648,7 +3649,7 @@ const spawn = {
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let angle = Math.PI
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let mag = 300
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const color1 = "rgb(245,180,255)"
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const color1 = "rgb(235,180,255)"
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mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
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let me = mob[mob.length - 1];
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me.isBoss = true;
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