diff --git a/js/bullets.js b/js/bullets.js
index 9977acf..b129c86 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -1068,7 +1068,6 @@ const b = {
bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
- bullet[me].minDmgSpeed = 1;
bullet[me].onDmg = function () {
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
};
@@ -1155,73 +1154,66 @@ const b = {
}
},
{
- name: "magnetic nails",
+ name: "ferro frag",
description: "fire a grenade that ejects magnetized nails
nails are attracted to enemy targets",
ammo: 0,
- ammoPack: 6,
+ ammoPack: 8,
have: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
- const radius = 17 * b.modBulletSize
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), radius, b.fireAttributes(dir, false));
- bullet[me].radius = radius; //used from drawing timer
- b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, b.fireAttributes(dir, false));
+ b.fireProps(35, mech.crouch ? 34 : 20, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
- bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 90 : 40) * b.modBulletsLastLonger);
+ bullet[me].endCycle = game.cycle + Math.floor(60 * b.modBulletsLastLonger);
// bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
// bullet[me].friction = 1;
- bullet[me].restitution = 0.5;
+ // bullet[me].restitution = 0.5;
bullet[me].onEnd = () => {}
- bullet[me].minDmgSpeed = 1;
bullet[me].do = function () {
- //extra gravity for harder arcs
- this.force.y += this.mass * 0.002;
+ this.force.y += this.mass * 0.001;
+
if (game.cycle > this.endCycle - 1) {
if (!mech.isBodiesAsleep) {
- for (let i = 0; i < 12; i++) {
- //target nearby mobs
- const targets = []
- for (let i = 0, len = mob.length; i < len; i++) {
- const sub = Matter.Vector.sub(this.position, mob[i].position);
- const dist = Matter.Vector.magnitude(sub);
- if (dist < 1500 && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
- targets.push(mob[i].position)
- }
+ //target nearby mobs
+ const targets = []
+ for (let i = 0, len = mob.length; i < len; i++) {
+ const sub = Matter.Vector.sub(this.position, mob[i].position);
+ const dist = Matter.Vector.magnitude(sub);
+ if (dist < 1400 &&
+ Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
+ Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
+ targets.push(mob[i].position)
}
- for (let i = 0; i < 1; i++) {
- const SPEED = 35 + 20 * Math.random()
- if (targets.length > 0) { // aim near a random target
- const SPREAD = 100
- const INDEX = Math.floor(Math.random() * targets.length)
- const WHERE = {
- x: targets[INDEX].x + SPREAD * (Math.random() - 0.5),
- y: targets[INDEX].y + SPREAD * (Math.random() - 0.5)
- }
- needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED))
- } else { // aim in random direction
- const ANGLE = 2 * Math.PI * Math.random()
- needle(this.position, {
- x: SPEED * Math.cos(ANGLE),
- y: SPEED * Math.sin(ANGLE)
- })
+ }
+ for (let i = 0; i < 14; i++) {
+ const SPEED = 35 + 20 * Math.random()
+ if (targets.length > 0) { // aim near a random target
+ const SPREAD = 100
+ const INDEX = Math.floor(Math.random() * targets.length)
+ const WHERE = {
+ x: targets[INDEX].x + SPREAD * (Math.random() - 0.5),
+ y: targets[INDEX].y + SPREAD * (Math.random() - 0.5)
}
+ needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED))
+ } else { // aim in random direction
+ const ANGLE = 2 * Math.PI * Math.random()
+ needle(this.position, {
+ x: SPEED * Math.cos(ANGLE),
+ y: SPEED * Math.sin(ANGLE)
+ })
}
function needle(pos, velocity) {
const me = bullet.length;
- bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir));
+ bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
-
- Matter.Body.setAngle(bullet[me], Math.atan2(velocity.y, velocity.x))
World.add(engine.world, bullet[me]); //add bullet to world
- bullet[me].endCycle = game.cycle + 45 + Math.floor(15 * Math.random());
- bullet[me].dmg = 1.1;
- bullet[me].category = 0x010000
- bullet[me].mask = 0x011011
+ bullet[me].endCycle = game.cycle + 60 + Math.floor(15 * Math.random());
+ // bullet[me].dmg = 1.1;
bullet[me].do = function () {};
}
}