frequency doubling
some tech is now only 50% likely to show up I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency reset on experiment menu should now clear power ups and bullets fixed bug with no heals
This commit is contained in:
10
js/spawn.js
10
js/spawn.js
@@ -1486,6 +1486,7 @@ const spawn = {
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me.radius *= 1.5
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me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
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me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
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me.homePosition = { x: x, y: y };
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me.fireCycle = 0
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me.fireTarget = { x: 0, y: 0 }
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me.pulseRadius = Math.min(500, 230 + simulation.difficulty * 3)
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@@ -1575,6 +1576,10 @@ const spawn = {
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}
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}
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}
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//gently return to starting location
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const sub = Vector.sub(this.homePosition, this.position)
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const dist = Vector.magnitude(sub)
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if (dist > 250) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
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}
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};
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},
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@@ -1586,6 +1591,7 @@ const spawn = {
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me.radius *= 2
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me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
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me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
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me.homePosition = { x: x, y: y };
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Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
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me.fireCycle = Infinity
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me.fireTarget = { x: 0, y: 0 }
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@@ -1691,6 +1697,10 @@ const spawn = {
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this.fireCycle = 0
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}
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}
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//gently return to starting location
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const sub = Vector.sub(this.homePosition, this.position)
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const dist = Vector.magnitude(sub)
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if (dist > 350) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
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}
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};
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},
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