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
This commit is contained in:
landgreen
2021-02-14 05:18:22 -08:00
parent 5aa7233bc8
commit 4ebd87c6a8
10 changed files with 456 additions and 91 deletions

View File

@@ -3876,7 +3876,7 @@ const b = {
y: position.y,
radius: 5,
color: "rgba(0,0,0,0.1)",
time: 21 * tech.foamFutureFire
time: 18 * tech.foamFutureFire
});
setTimeout(() => {
@@ -3884,7 +3884,7 @@ const b = {
b.foam(position, velocity, radius)
bullet[bullet.length - 1].damage = (1 + 1.53 * tech.foamFutureFire) * (tech.isFastFoam ? 0.048 : 0.012) //double damage
}
}, 350 * tech.foamFutureFire);
}, 300 * tech.foamFutureFire);
} else {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 15 : 5) * b.fireCD); // cool down
@@ -3993,7 +3993,8 @@ const b = {
//draw magnetic field
const X = m.pos.x
const Y = m.pos.y
const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
// const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
const unitVectorPerp = Vector.perp(unitVector)
function magField(mag, arc) {
@@ -4218,7 +4219,8 @@ const b = {
//draw magnetic field
const X = m.pos.x
const Y = m.pos.y
const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
//Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
const unitVectorPerp = Vector.perp(unitVector)
function magField(mag, arc) {