bug fixes
This commit is contained in:
12
js/bullet.js
12
js/bullet.js
@@ -2863,8 +2863,8 @@ const b = {
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have: false,
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have: false,
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fire() {
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fire() {
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if (mod.isCapacitor) {
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if (mod.isCapacitor) {
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if (mech.energy > 0.16) {
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if (mech.energy > 0.16 || mod.isRailEnergyGain) {
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mech.energy -= 0.16
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mech.energy += 0.16 * (mod.isRailEnergyGain ? 1 : -1)
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mech.fireCDcycle = mech.cycle + Math.floor(30 * b.fireCD);
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mech.fireCDcycle = mech.cycle + Math.floor(30 * b.fireCD);
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const me = bullet.length;
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 14, {
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bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 14, {
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@@ -3077,17 +3077,11 @@ const b = {
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const previousCharge = this.charge
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const previousCharge = this.charge
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let smoothRate = 0.98 * (mech.crouch ? 0.99 : 1) * (0.98 + 0.02 * b.fireCD) //small b.fireCD = faster shots, b.fireCD=1 = normal shot, big b.fireCD = slower chot
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let smoothRate = 0.98 * (mech.crouch ? 0.99 : 1) * (0.98 + 0.02 * b.fireCD) //small b.fireCD = faster shots, b.fireCD=1 = normal shot, big b.fireCD = slower chot
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this.charge = this.charge * smoothRate + 1 * (1 - smoothRate)
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this.charge = this.charge * smoothRate + 1 * (1 - smoothRate)
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// let chargeRate = (mech.crouch) ? 0.98 : 0.984
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// chargeRate *= Math.pow(b.fireCD, 0.03)
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// this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
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if (mod.isRailEnergyGain) {
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if (mod.isRailEnergyGain) {
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mech.energy += (this.charge - previousCharge) * 1.66 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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mech.energy += (this.charge - previousCharge) * 2 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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} else {
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} else {
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mech.energy -= (this.charge - previousCharge) * 0.33 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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mech.energy -= (this.charge - previousCharge) * 0.33 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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}
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}
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//draw targeting
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//draw targeting
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let best;
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let best;
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let range = 3000
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let range = 3000
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@@ -17,8 +17,8 @@ const level = {
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// game.zoomScale = 1000;
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// game.zoomScale = 1000;
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// game.setZoom();
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// game.setZoom();
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// mech.setField("wormhole")
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// mech.setField("wormhole")
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b.giveGuns("mine")
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// b.giveGuns("mine")
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mod.giveMod("sentry")
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// mod.giveMod("sentry")
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level.intro(); //starting level
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level.intro(); //starting level
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12
js/mob.js
12
js/mob.js
@@ -1061,7 +1061,7 @@ const mobs = {
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powerUps.spawn(this.position.x, this.position.y, type);
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powerUps.spawn(this.position.x, this.position.y, type);
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}
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}
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}
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}
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if (true) {
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if (mod.isRadioactive) {
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//look for dots and spread them
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//look for dots and spread them
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let dmgTotal = 0
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let dmgTotal = 0
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for (let i = 0, len = this.status.length; i < len; i++) {
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for (let i = 0, len = this.status.length; i < len; i++) {
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@@ -1077,7 +1077,15 @@ const mobs = {
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closestIndex = i
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closestIndex = i
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}
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}
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}
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}
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if (closestIndex) mobs.statusDoT(mob[closestIndex], dmgTotal / 180, 180)
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if (closestIndex) {
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mobs.statusDoT(mob[closestIndex], dmgTotal / 180, 180)
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(mob[closestIndex].position.x, mob[closestIndex].position.y);
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ctx.lineWidth = this.radius;
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ctx.strokeStyle = "rgba(0,80,80,1)";
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ctx.stroke();
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}
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//draw AOE
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//draw AOE
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// game.drawList.push({ //add dmg to draw queue
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// game.drawList.push({ //add dmg to draw queue
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// x: this.position.x,
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// x: this.position.x,
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@@ -2402,9 +2402,9 @@ const mod = {
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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return mod.haveGunCheck("rail gun") && !mod.isCapacitor
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return mod.haveGunCheck("rail gun")
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},
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},
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requires: "rail gun, not capacitor bank",
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requires: "rail gun",
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effect() {
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effect() {
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mod.isRailEnergyGain = true;
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mod.isRailEnergyGain = true;
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},
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},
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@@ -2418,9 +2418,9 @@ const mod = {
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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return mod.haveGunCheck("rail gun") && !mod.isRailEnergyGain
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return mod.haveGunCheck("rail gun")
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},
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},
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requires: "rail gun, not half-wave rectifier",
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requires: "rail gun",
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effect() {
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effect() {
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mod.isCapacitor = true;
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mod.isCapacitor = true;
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},
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},
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8
todo.txt
8
todo.txt
@@ -1,14 +1,6 @@
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*********** NEXT PATCH ***********
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*********** NEXT PATCH ***********
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mini black hole mobs travel through walls
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mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob
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mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining
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removed rail gun mod - frame dragging
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bug fixed - rail gun bugs out when your charge speed gets very low
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mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds
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************** BUGS **************
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************** BUGS **************
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