working on giving custom mods requirements (in progress, buggy)
This commit is contained in:
22
js/player.js
22
js/player.js
@@ -67,7 +67,7 @@ const mech = {
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defaultMass: 5,
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mass: 5,
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FxNotHolding: 0.015,
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Fx: null, //run Force on ground //0.015 //this is set in b.setModDefaults()
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Fx: 0.015, //run Force on ground //
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FxAir: 0.016, //run Force in Air
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yOff: 70,
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yOffGoal: 70,
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@@ -105,7 +105,7 @@ const mech = {
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Sy: 0, //adds a smoothing effect to vertical only
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Vx: 0,
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Vy: 0,
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jumpForce: null, //0.38 //this is reset in b.setModDefaults()
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jumpForce: 0.38, //0.38 //this is reset in b.setModDefaults()
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gravity: 0.0024, //0.0019 //game.g is 0.001
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friction: {
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ground: 0.01,
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@@ -653,7 +653,7 @@ const mech = {
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throwChargeRate: 0,
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throwChargeMax: 0,
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fieldShieldingScale: 0,
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fieldRange: 0,
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fieldRange: 175,
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fieldArc: 0,
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fieldThreshold: 0,
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calculateFieldThreshold() {
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@@ -1375,11 +1375,11 @@ const mech = {
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mech.lookForPickUp();
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mech.pushMobs360();
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//look for nearby objects to make zero-g
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function zeroG(who, mag = 1.06) {
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function zeroG(who, range, mag = 1.06) {
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for (let i = 0, len = who.length; i < len; ++i) {
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sub = Vector.sub(who[i].position, mech.pos);
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dist = Vector.magnitude(sub);
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if (dist < mech.fieldRange) {
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if (dist < range) {
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who[i].force.y -= who[i].mass * (game.g * mag); //add a bit more then standard gravity
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}
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}
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@@ -1390,20 +1390,20 @@ const mech = {
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if (keys[83] || keys[40]) { //down
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player.force.y -= 0.5 * player.mass * mech.gravity;
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this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 400 * 0.03;
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zeroG(powerUp, 0.7);
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zeroG(body, 0.7);
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zeroG(powerUp, this.fieldDrawRadius, 0.7);
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zeroG(body, this.fieldDrawRadius, 0.7);
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} else if (keys[87] || keys[38]) { //up
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mech.fieldMeter -= 5 * DRAIN;
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this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03;
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player.force.y -= 1.45 * player.mass * mech.gravity;
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zeroG(powerUp, 1.38);
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zeroG(body, 1.38);
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zeroG(powerUp, this.fieldDrawRadius, 1.38);
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zeroG(body, this.fieldDrawRadius, 1.38);
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} else {
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mech.fieldMeter -= DRAIN;
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this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03;
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player.force.y -= 1.07 * player.mass * mech.gravity; // slow upward drift
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zeroG(powerUp);
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zeroG(body);
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zeroG(powerUp, this.fieldDrawRadius);
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zeroG(body, this.fieldDrawRadius);
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}
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//add extra friction for horizontal motion
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