NOR NAND
possible bug fixes for the crouch lock bug tech: NAND gate - at the start of a level set flip-flop to "on" tech: NOR gate - do 50% more damage when the flip-flop is in the "off" state
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11
js/bullet.js
11
js/bullet.js
@@ -450,7 +450,7 @@ 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 explosionRange = 1560 * energy
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let explosionRadius = 1400 * 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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@@ -514,7 +514,7 @@ const b = {
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let dist = 2200
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for (let i = 0, len = mob.length; i < len; i++) {
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const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
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if (explosionRange < newDist &&
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if (explosionRadius < newDist &&
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newDist < dist &&
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Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
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Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
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@@ -535,7 +535,7 @@ const b = {
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};
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}
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}
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if (best.who) b.explosion(path[1], explosionRange, true)
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if (best.who) b.explosion(path[1], explosionRadius, true)
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if (tech.isPulseStun) {
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const range = 100 + 2000 * energy
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@@ -2277,6 +2277,7 @@ const b = {
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tech.foamBotCount = 0
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tech.boomBotCount = 0
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tech.orbitBotCount = 0
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tech.missileBotCount = 0
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},
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respawnBots() {
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for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
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@@ -2612,7 +2613,7 @@ const b = {
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range: (700 + 400 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
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drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
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drain: 0.56 - 0.42 * tech.isLaserBotUpgrade,
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laserDamage: 0.5 + 0.35 * tech.isLaserBotUpgrade,
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laserDamage: 0.55 + 0.39 * tech.isLaserBotUpgrade,
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endCycle: Infinity,
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classType: "bullet",
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collisionFilter: {
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@@ -4398,7 +4399,7 @@ 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 = 0.55 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const dmg = 0.6 * 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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