testChamber2
meta-analysis - if you choose a junk tech you instead get a random tech and spawn 2 research micro-extruder should have 50% less lag new community level testChamber2! by Oranger on n-gon discord (be sure to enable community levels in settings)
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11
js/spawn.js
11
js/spawn.js
@@ -1579,7 +1579,7 @@ const spawn = {
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}
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};
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},
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pulsar(x, y, radius = 30) {
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pulsar(x, y, radius = 40) {
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mobs.spawn(x, y, 3, radius, "#f08");
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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@@ -1587,10 +1587,11 @@ const spawn = {
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me.radius *= 2
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me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
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me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
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me.fireCycle = 0
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Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
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me.fireCycle = Infinity
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me.fireTarget = { x: 0, y: 0 }
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me.pulseRadius = Math.min(400, 150 + simulation.difficulty * 3)
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me.fireDelay = Math.max(70, 180 - simulation.difficulty)
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me.pulseRadius = Math.min(400, 165 + simulation.difficulty * 3)
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me.fireDelay = Math.max(75, 150 - simulation.difficulty * 0.5)
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me.isFiring = false
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me.onHit = function() {};
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me.canSeeTarget = function() {
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@@ -1681,7 +1682,7 @@ const spawn = {
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this.torque += 0.000001 * this.inertia;
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} else if (dot < -threshold) {
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this.torque -= 0.000001 * this.inertia;
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} else if (this.fireCycle > 90) { // aim
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} else if (this.fireCycle > 60) { // aim
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unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
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this.fireTarget = Vector.add(this.vertices[1], unit)
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if (!this.canSeeTarget()) return
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