new level sewers
This commit is contained in:
30
js/bullet.js
30
js/bullet.js
@@ -1965,8 +1965,8 @@ const b = {
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name: "flak",
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description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
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ammo: 0,
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ammoPack: 6,
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defaultAmmoPack: 6, //use to revert ammoPack after mod changes drop rate
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ammoPack: 8,
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defaultAmmoPack: 8, //use to revert ammoPack after mod changes drop rate
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have: false,
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isEasyToAim: false,
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fire() {
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@@ -2264,10 +2264,16 @@ const b = {
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} else {
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const bodyCollisions = Matter.Query.collides(this, body)
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if (bodyCollisions.length) {
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onCollide(this)
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this.stuckTo = bodyCollisions[0].bodyA
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
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if (!bodyCollisions[0].bodyA.isNotSticky) {
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onCollide(this)
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this.stuckTo = bodyCollisions[0].bodyA
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
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} else {
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this.do = this.radiationMode;
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}
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this.stuck = function () {
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if (this.stuckTo) {
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const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
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@@ -2419,10 +2425,14 @@ const b = {
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} else {
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const bodyCollisions = Matter.Query.collides(this, body)
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if (bodyCollisions.length) {
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onCollide(this)
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this.stuckTo = bodyCollisions[0].bodyA
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
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if (!bodyCollisions[0].bodyA.isNotSticky) {
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onCollide(this)
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this.stuckTo = bodyCollisions[0].bodyA
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
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} else {
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this.do = this.grow;
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}
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this.stuck = function () {
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if (this.stuckTo) {
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const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
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