scroll menus
shotgun balance ice-shot: less spread, higher damage, more crystals needle-shot: more needles, higher damage, less spread foam-shot: 1 more bubble power up selection and pause menu elements scroll individually now it looks great on my computer, but different operating systems and browsers are unpredictable let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on
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18
js/bullet.js
18
js/bullet.js
@@ -2057,7 +2057,7 @@ const b = {
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friction: 0,
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frictionAir: 0.023,
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restitution: 0.9,
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dmg: 0.5, //damage done in addition to the damage from momentum
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dmg: 0.55, //damage done in addition to the damage from momentum
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lookFrequency: 14 + Math.floor(8 * Math.random()),
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endCycle: simulation.cycle + 150 * tech.isBulletsLastLonger + Math.floor(25 * Math.random()),
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classType: "bullet",
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@@ -2781,7 +2781,7 @@ const b = {
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 12 : 3, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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} else {
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let dmg = b.dmgScale * 5.5
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let dmg = b.dmgScale * 6
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if (tech.isCrit && who.isStunned) dmg *= 4
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who.damage(dmg, tech.isNeedleShieldPierce);
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simulation.drawList.push({ //add dmg to draw queue
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@@ -3775,8 +3775,8 @@ const b = {
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name: "shotgun",
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description: "fire a wide <strong>burst</strong> of short range <strong> bullets</strong>",
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ammo: 0,
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ammoPack: 5,
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defaultAmmoPack: 5,
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ammoPack: 4.5,
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defaultAmmoPack: 4.5,
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have: false,
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do() {},
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fire() {
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@@ -3933,10 +3933,10 @@ const b = {
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});
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}
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} else if (tech.isIceShot) {
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const spread = (m.crouch ? 0.6 : 1.6)
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for (let i = 0, len = 16 * (tech.isShotgunReversed ? 1.6 : 1); i < len; i++) {
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const spread = (m.crouch ? 0.7 : 1.2)
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for (let i = 0, len = 18 * (tech.isShotgunReversed ? 1.6 : 1); i < len; i++) {
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// iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
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b.iceIX(14 + 30 * Math.random(), m.angle + spread * (Math.random() - 0.5))
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b.iceIX(25 + 32 * Math.random(), m.angle + spread * (Math.random() - 0.5))
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}
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} else if (tech.isFoamShot) {
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const spread = (m.crouch ? 0.35 : 0.7)
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@@ -3944,7 +3944,7 @@ const b = {
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x: m.pos.x + 25 * Math.cos(m.angle),
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y: m.pos.y + 25 * Math.sin(m.angle)
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}
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const number = 14 * (tech.isShotgunReversed ? 1.6 : 1)
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const number = 13 * (tech.isShotgunReversed ? 1.6 : 1)
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for (let i = 0; i < number; i++) {
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const SPEED = 25 + 12 * Math.random();
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const angle = m.angle + spread * (Math.random() - 0.5)
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@@ -3952,7 +3952,7 @@ const b = {
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}
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} else if (tech.isNeedleShot) {
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const number = 12 * (tech.isShotgunReversed ? 1.6 : 1)
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const spread = (m.crouch ? 0.04 : 0.08)
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const spread = (m.crouch ? 0.03 : 0.05)
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let angle = m.angle - (number - 1) * spread * 0.5
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for (let i = 0; i < number; i++) {
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b.needle(angle)
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