duplication animation

blackhole mobs can no longer see past stealth
adding dup chance has graphics now

bug fixes
This commit is contained in:
landgreen
2021-09-29 06:27:40 -07:00
parent 1eb58afb9d
commit 62b9d974b4
11 changed files with 77 additions and 39 deletions

View File

@@ -2027,7 +2027,7 @@ const m = {
},
{
name: "time dilation",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>mobs do <strong>50%</strong> <strong class='color-harm'>harm</strong> while time is stopped",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br>while time is stopped you can <strong>move</strong> and <strong>fire</strong><br>and <strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong>",
effect: () => {
// m.fieldMeterColor = "#000"
m.fieldFire = true;
@@ -2108,7 +2108,7 @@ const m = {
},
{
name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
description: "when not firing activate a <strong class='color-cloaked'>cloaking</strong> effect<br><strong>+333%</strong> <strong class='color-d'>damage</strong> if a mob hasn't recently <strong>died</strong><br>mobs do <strong>50%</strong> <strong class='color-harm'>harm</strong> while you're <strong class='color-cloaked'>cloaked</strong>",
description: "when not firing activate a <strong class='color-cloaked'>cloaking</strong> effect<br><strong>+333%</strong> <strong class='color-d'>damage</strong> if a mob hasn't recently <strong>died</strong><br><strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong> when <strong class='color-cloaked'>cloaked</strong>",
effect: () => {
m.fieldFire = true;
m.fieldMeterColor = "#333";
@@ -2156,12 +2156,12 @@ const m = {
}
if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
let isMobsAround = false
const stunRange = m.fieldDrawRadius * 1.4
const drain = 0.1
const stunRange = m.fieldDrawRadius * 1.5
const drain = 0.15
const stunTime = 180
if (m.energy > drain) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 && !mob[i].isBadTarget) {
isMobsAround = true
mobs.statusStun(mob[i], stunTime)
}
@@ -2172,7 +2172,7 @@ const m = {
x: m.pos.x,
y: m.pos.y,
radius: stunRange,
color: "hsla(0,50%,100%,0.8)",
color: "hsla(0,50%,100%,0.7)",
time: 7
});
}
@@ -2213,7 +2213,7 @@ const m = {
let inPlayer = Matter.Query.region(mob, player.bounds)
if (inPlayer.length > 0) {
for (let i = 0; i < inPlayer.length; i++) {
if (m.energy > 0 && inPlayer[i].shield) m.energy -= 0.012;
if (m.energy > 0 && inPlayer[i].shield) m.energy -= 0.014;
}
}
} else {