reservoir
new map reservoir - still in development, but putting it out for feedback tech: optical amplifier - get 3 random laser tech, but you can't turn off your laser until you run out of energy slow light - lasers are slightly closer together at higher stacks of this tech research power ups no longer log to the "in game console" to prevent spam dynamo-bots give 6->7 more energy (upgraded 20->23) some Boss invulnerability times are very slightly shorter music tech now links to actual n-gon music https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn
This commit is contained in:
19
js/bullet.js
19
js/bullet.js
@@ -3617,7 +3617,7 @@ const b = {
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
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Matter.Body.setAngularVelocity(this, this.spin)
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if (this.isUpgraded) {
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m.energy += 0.1
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m.energy += 0.115
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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@@ -3626,7 +3626,7 @@ const b = {
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time: simulation.drawTime
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});
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} else {
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m.energy += 0.03
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m.energy += 0.035
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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@@ -6374,10 +6374,20 @@ const b = {
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ammoPack: Infinity,
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have: false,
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charge: 0,
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isStuckOn: false,
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do() {},
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fire() {},
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chooseFireMethod() {
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this.do = () => {};
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this.do = () => {
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if (tech.isStuckOn) {
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if (this.isStuckOn) {
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if (!input.fire) this.fire();
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if (m.energy < tech.laserFieldDrain * tech.isLaserDiode) this.isStuckOn = false
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} else if (input.fire) {
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this.isStuckOn = true
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}
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}
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};
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if (tech.isPulseLaser) {
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this.fire = () => {
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const drain = 0.01 * tech.isLaserDiode * (tech.isCapacitor ? 10 : 1)
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@@ -6455,7 +6465,6 @@ const b = {
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} else {
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this.fire = this.fireLaser
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}
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// this.fire = this.firePhoton
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},
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// firePhoton() {
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@@ -6569,7 +6578,7 @@ const b = {
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m.fireCDcycle = m.cycle
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m.energy -= m.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
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const dmg = 0.4 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const spacing = Math.ceil(5.2 - 0.2 * tech.historyLaser)
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const spacing = Math.ceil(5.2 - 0.4 * tech.historyLaser)
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ctx.beginPath();
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b.laser({
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x: m.pos.x + 20 * Math.cos(m.angle),
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