snakeSpitBoss
new boss snakeSpitBoss - it's just snake boss but it shoots little pink seekers tech: cross disciplinary - get an extra gun or field option in tech menu now that you can scroll the selection menu can be longer unified field theory - now gives 6 research, in addition to letting you switch fields when paused cardinality renamed emergence - and gives some JUNK bug fix where game crashes if you beat the boss
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21
js/bullet.js
21
js/bullet.js
@@ -96,20 +96,11 @@ const b = {
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outOfAmmo() { //triggers after firing when you have NO ammo
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simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-gun'>ammo</span><span class='color-symbol'>:</span> 0`);
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m.fireCDcycle = m.cycle + 30; //fire cooldown
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if (tech.isAmmoFromHealth) {
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if (tech.isEnergyHealth) {
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tech.healMaxEnergyBonus -= 0.01
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m.setMaxEnergy();
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} else if (m.maxHealth > 0.01) {
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tech.extraMaxHealth -= 0.01 //decrease max health
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m.setMaxHealth();
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}
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if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
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tech.extraMaxHealth -= 0.01 //decrease max health
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m.setMaxHealth();
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for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
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}
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// if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
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// tech.extraMaxHealth -= 0.01 //decrease max health
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// m.setMaxHealth();
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// }
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},
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refundAmmo() { //triggers after firing when you removed ammo for a gun, but didn't need to (like a rail gun misfire)
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if (tech.isCrouchAmmo && m.crouch) {
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@@ -342,7 +333,7 @@ const b = {
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//player damage
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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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const DRAIN = (tech.isExplosionHarm ? 0.7 : 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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if (m.immuneCycle < m.cycle) m.energy -= DRAIN
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if (m.energy < 0) {
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@@ -392,7 +383,7 @@ const b = {
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if (dist < radius) {
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if (tech.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - m.energy * 0.7, 0))
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m.damage(mitigate * radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
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m.damage(mitigate * radius * (tech.isExplosionHarm ? 0.0003 : 0.0001));
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} else {
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m.damage(radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
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}
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@@ -1859,7 +1850,7 @@ const b = {
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friction: 0,
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frictionAir: 0.025,
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thrust: (tech.isFastSpores ? 0.001 : 0.0005) * (1 + 0.5 * (Math.random() - 0.5)),
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dmg: (tech.isMutualism ? 16.8 : 7) * 3, //bonus damage from tech.isMutualism //3 is extra damage as worm
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dmg: (tech.isMutualism ? 16.8 : 7) * 2.5, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
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lookFrequency: 100 + Math.floor(37 * Math.random()),
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classType: "bullet",
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collisionFilter: {
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