patch
field tech: patch - after cloaking recover 75% of last health lost using that much energy taking damage now forces decloaking field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss foam has less velocity after a mob it's stuck to dies snakeBoss becomes vulnerable if you remove any of the first 3 body segments body segments have more health bug fix: quantum eraser now removes mobs in a more random order it used to have a too low chance to remove bosses
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19
js/bullet.js
19
js/bullet.js
@@ -1450,7 +1450,7 @@ const b = {
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}
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if (tech.isFoamBall) {
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const radius = 5 + 8 * Math.random()
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const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
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const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
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for (let i = 0, len = 2 * this.mass; i < len; i++) {
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b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
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}
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@@ -1732,7 +1732,7 @@ const b = {
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if (tech.isFoamBall) {
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const radius = 5 + 8 * Math.random()
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const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
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const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
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for (let i = 0, len = 2 * this.mass; i < len; i++) {
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b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
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}
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@@ -3707,6 +3707,10 @@ const b = {
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}
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}
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this.targetVertex = bestVertex
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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}
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},
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onEnd() {},
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@@ -3778,6 +3782,10 @@ const b = {
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} else if (this.target !== null) { //look for a new target
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this.collisionFilter.category = cat.bullet;
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this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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Matter.Body.setVelocity(this, {
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x: this.target.velocity.x,
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y: this.target.velocity.y
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});
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if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) {
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let targets = []
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for (let i = 0, len = mob.length; i < len; i++) {
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@@ -5645,7 +5653,8 @@ const b = {
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}
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if (tech.isFoamBall) {
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const radius = 5 + 8 * Math.random()
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const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
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// const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
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const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
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for (let i = 0, len = 6 * this.mass; i < len; i++) {
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b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
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}
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@@ -5693,7 +5702,7 @@ const b = {
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}
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if (tech.isFoamBall) {
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const radius = 5 + 8 * Math.random()
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const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
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const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
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for (let i = 0, len = 6 * this.mass; i < len; i++) {
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b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
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}
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@@ -5745,7 +5754,7 @@ const b = {
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}
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if (tech.isFoamBall) {
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const radius = 5 + 8 * Math.random()
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const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
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const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
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for (let i = 0, len = 6 * this.mass; i < len; i++) {
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b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
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}
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