WIMPs
ice-IX does 15% more damage tech: WIMPs - an indestructible harmful particle slowly chases you spawn 2-3 research at the end of each level experimental mode : WIMPS chase you beating the final boss looks a bit less like death and a bit more like winning also there are some text directions on how to enter endless mode (press T after you win) tech removed: 1-body problem
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18
js/bullet.js
18
js/bullet.js
@@ -1727,7 +1727,7 @@ const b = {
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sentry() {
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this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
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this.lookFrequency = simulation.cycle + 60
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this.endCycle = simulation.cycle + 1080
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this.endCycle = simulation.cycle + 1140
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this.do = function() { //overwrite the do method for this bullet
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this.force.y += this.mass * 0.002; //extra gravity
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if (simulation.cycle > this.lookFrequency) {
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@@ -1771,7 +1771,7 @@ const b = {
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if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 &&
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// mob[i].isDropPowerUp &&
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mob[i].isDropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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this.endCycle = 0 //end life if mob is near and visible
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@@ -1847,7 +1847,7 @@ const b = {
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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if (mob[i].isDropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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const targetVector = Vector.sub(this.position, mob[i].position)
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const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
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if (dist < closeDist) {
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@@ -1932,7 +1932,7 @@ const b = {
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friction: 0,
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frictionAir: 0.10,
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restitution: 0.3,
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dmg: 0.29, //damage done in addition to the damage from momentum
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dmg: 0.33, //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 + 140 * tech.isBulletsLastLonger,
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classType: "bullet",
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@@ -1951,7 +1951,7 @@ const b = {
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setTimeout(function() {
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if (!who.alive) {
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m.energy += tech.iceEnergy * 0.8
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m.addHealth(tech.iceEnergy * 0.04)
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// m.addHealth(tech.iceEnergy * 0.04)
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}
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}, 10);
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}
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@@ -2701,7 +2701,7 @@ const b = {
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let target
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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if (dist2 < 1000000 && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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if (dist2 < 1000000 && mob[i].isDropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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this.cd = simulation.cycle + this.delay;
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target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist2) / 60))
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const radius = 6 + 7 * Math.random()
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@@ -2868,6 +2868,7 @@ const b = {
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for (let i = 0, len = mob.length; i < len; ++i) {
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const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
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if (DIST < closeDist &&
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mob[i].isDropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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closeDist = DIST;
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@@ -2932,6 +2933,7 @@ const b = {
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for (let i = 0, len = mob.length; i < len; ++i) {
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const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
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if (DIST < closeDist &&
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mob[i].isDropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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closeDist = DIST;
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@@ -4111,7 +4113,7 @@ const b = {
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name: "rail gun",
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description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
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ammo: 0,
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ammoPack: 3.15,
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ammoPack: 2.5,
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have: false,
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do() {},
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fire() {
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@@ -4127,7 +4129,7 @@ const b = {
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if (tech.isRailAreaDamage) {
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mob[i].force.x += 2 * FORCE.x;
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mob[i].force.y += 2 * FORCE.y;
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const damage = b.dmgScale * 0.13 * Math.sqrt(DEPTH)
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const damage = b.dmgScale * 0.16 * Math.sqrt(DEPTH)
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mob[i].damage(damage);
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mob[i].locatePlayer();
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simulation.drawList.push({ //add dmg to draw queue
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