shipMode
added 2 new testing keys: J = clear mobs, H = infinity health added junk tech: ship (it's hard to control, but you get better with practice) m.shipMode() in console
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10
js/bullet.js
10
js/bullet.js
@@ -3876,7 +3876,7 @@ const b = {
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y: position.y,
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radius: 5,
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color: "rgba(0,0,0,0.1)",
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time: 21 * tech.foamFutureFire
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time: 18 * tech.foamFutureFire
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});
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setTimeout(() => {
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@@ -3884,7 +3884,7 @@ const b = {
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b.foam(position, velocity, radius)
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bullet[bullet.length - 1].damage = (1 + 1.53 * tech.foamFutureFire) * (tech.isFastFoam ? 0.048 : 0.012) //double damage
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}
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}, 350 * tech.foamFutureFire);
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}, 300 * tech.foamFutureFire);
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} else {
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 15 : 5) * b.fireCD); // cool down
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@@ -3993,7 +3993,8 @@ const b = {
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//draw magnetic field
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const X = m.pos.x
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const Y = m.pos.y
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const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
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// const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
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const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
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const unitVectorPerp = Vector.perp(unitVector)
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function magField(mag, arc) {
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@@ -4218,7 +4219,8 @@ const b = {
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//draw magnetic field
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const X = m.pos.x
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const Y = m.pos.y
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const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
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const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
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//Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
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const unitVectorPerp = Vector.perp(unitVector)
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function magField(mag, arc) {
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