RPG + rocket jump

tech: RPG - gains the rocket jumping effects from electric armor

eternalism no longer makes tech options have 50% opacity when choosing

some new images for cloaking tech
and some images were made brighter

bug fixes
  safari media rules css fixed
This commit is contained in:
landgreen
2023-01-14 19:58:59 -08:00
parent 9206d47f40
commit 43f3cfbae5
31 changed files with 223 additions and 427 deletions

View File

@@ -114,7 +114,7 @@ const b = {
}
},
refundAmmo() { //triggers after firing when you removed ammo for a gun, but didn't need to
if (tech.crouchAmmoCount && input.down) {
if (tech.crouchAmmoCount && input.down && b.activeGun !== null) {
tech.crouchAmmoCount--
if ((tech.crouchAmmoCount) % 2) {
b.guns[b.activeGun].ammo++;
@@ -144,13 +144,13 @@ const b = {
gun = options[Math.floor(Math.random() * options.length)]
}
if (gun === "all") {
b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i;
b.guns[i].have = true;
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = Math.ceil(b.guns[i].ammoPack * ammoPacks);
}
b.activeGun = 0;
b.inventoryGun = 0;
b.activeGun = b.inventory[0];
} else {
if (isNaN(gun)) { //find gun by name
let found = false;
@@ -167,7 +167,8 @@ const b = {
b.guns[gun].have = true;
if (b.guns[gun].ammo !== Infinity) b.guns[gun].ammo = Math.ceil(b.guns[gun].ammoPack * ammoPacks);
if (b.activeGun === null) {
b.activeGun = gun //if no active gun switch to new gun
b.inventoryGun = 0;
b.activeGun = b.inventory[0] //if no active gun switch to new gun
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //set foam charge to zero if foam is a new gun
}
// if (tech.infiniteWaveAmmo === 2) b.guns[3].ammo = Infinity
@@ -219,11 +220,10 @@ const b = {
}
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0];
b.inventoryGun = 0;
} else {
b.activeGun = null;
b.inventoryGun = 0;
}
b.inventoryGun = 0;
simulation.makeGunHUD();
break
}
@@ -237,7 +237,10 @@ const b = {
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
tech.buffedGun = 0
b.activeGun = null;
b.inventoryGun = 0;
simulation.drawCursor = simulation.drawCursorBasic //set cross hairs
},
bulletRemove() { //run in main loop
//remove bullet if at end cycle for that bullet
@@ -445,9 +448,9 @@ const b = {
if (dist < radius) {
if (simulation.dmgScale) {
const harm = tech.isExplosionHarm ? 0.07 : 0.05
if (tech.isImmuneExplosion && m.energy > 0.12) {
if (tech.isImmuneExplosion && m.energy > 0.25) {
// const mitigate = Math.min(1, Math.max(1 - m.energy * 0.5, 0))
m.energy -= 0.12
m.energy -= 0.25
// m.damage(0.01 * harm); //remove 99% of the damage 1-0.99
knock = Vector.mult(Vector.normalise(sub), -0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)));
player.force.x = knock.x; // not += so crazy forces can't build up with MIRV
@@ -2759,26 +2762,17 @@ const b = {
if (collide.length > 0) {
for (let i = 0; i < collide.length; i++) {
if (collide[i].bodyA.collisionFilter.category === cat.map) { // || collide[i].bodyB.collisionFilter.category === cat.map) {
const angle = Vector.angle(collide[i].normal, {
x: 1,
y: 0
})
const angle = Vector.angle(collide[i].normal, { x: 1, y: 0 })
Matter.Body.setAngle(this, Math.atan2(collide[i].tangent.y, collide[i].tangent.x))
for (let j = 0; j < 10; j++) { //move until touching map again after rotation
if (Matter.Query.collides(this, map).length > 0) { //touching map
if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Body.setStatic(this, true) //don't set to static if not touching map
this.collisionFilter.category = 0
this.collisionFilter.mask = 0 //cat.map | cat.bullet
} else {
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Body.setAngularVelocity(this, 0)
}
this.arm();
@@ -3764,6 +3758,7 @@ const b = {
bullet[me].friction = 0;
if (tech.superHarm) {
bullet[me].collidePlayerDo = function() {
this.force.y += this.mass * 0.0012;
if (Matter.Query.collides(this, [player]).length) {
this.endCycle = 0
let dmg = 0.02 * this.mass * tech.superHarm
@@ -3779,7 +3774,8 @@ const b = {
}
bullet[me].cycle = 0
bullet[me].do = function() {
if (this.cycle > 6) this.do = this.collidePlayerDo
this.cycle++
if (this.cycle > 2) this.do = this.collidePlayerDo
this.force.y += this.mass * 0.0012;
};
} else {