1-body problem
tech: 1-body problem - do 100% damage if there is only 1 active bullet experiment mode and junk tech: random aiming bug fix - sniper, shooter aiming might be improved (no more firing backwards) or maybe I just made it worse, let me know bug fix - Shift registers working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
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10
js/bullet.js
10
js/bullet.js
@@ -452,7 +452,7 @@ const b = {
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},
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pulse(energy, angle = m.angle) {
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let best;
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let explosionRadius = 1300 * energy
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let explosionRadius = 1250 * energy
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let range = 3000
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const path = [{
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x: m.pos.x + 20 * Math.cos(angle),
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@@ -2050,7 +2050,7 @@ const b = {
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isImproved: false,
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beforeDmg(who) {
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if (tech.isIncendiary) {
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const max = Math.min(this.endCycle - simulation.cycle, 1500)
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const max = Math.max(Math.min(this.endCycle - simulation.cycle, 1500), 0)
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b.explosion(this.position, max * 0.08 + this.isImproved * 100 + 60 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle -= max
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} else {
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@@ -4550,7 +4550,7 @@ const b = {
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x: 7.5 * Math.cos(m.angle - Math.PI / 2),
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y: 7.5 * Math.sin(m.angle - Math.PI / 2)
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}
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const dmg = 0.6 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const dmg = 0.7 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
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const eye = {
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x: m.pos.x + 15 * Math.cos(m.angle),
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@@ -4630,10 +4630,10 @@ const b = {
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},
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firePulse() {
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m.fireCDcycle = m.cycle + Math.floor((tech.isPulseAim ? 25 : 50) * b.fireCD); // cool down
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let energy = 0.27 * Math.min(m.energy, 1.5)
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let energy = 0.3 * Math.min(m.energy, 1.5)
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m.energy -= energy * tech.isLaserDiode
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if (tech.beamSplitter) {
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energy *= Math.pow(0.9, tech.beamSplitter)
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energy *= Math.pow(0.85, tech.beamSplitter)
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b.pulse(energy, m.angle)
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for (let i = 1; i < 1 + tech.beamSplitter; i++) {
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b.pulse(energy, m.angle - i * 0.27)
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