minor bug fixes
This commit is contained in:
+12
-10
@@ -102,7 +102,7 @@ const b = {
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},
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},
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{
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{
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name: "ceramic plating",
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name: "ceramic plating",
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description: "protection from to high <strong>temperatures</strong><br>5x less <strong class='color-d'>damage</strong> from <strong class='color-e'>explosions</strong>, lasers",
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description: "protection from to high <strong>temperatures</strong><br>5x less <strong class='color-d'>damage</strong> from <strong class='color-e'>explosions</strong> and lasers",
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have: false, //5
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have: false, //5
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effect: () => {
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effect: () => {
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b.isModTempResist = true; //good for guns with explosions
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b.isModTempResist = true; //good for guns with explosions
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@@ -174,7 +174,7 @@ const b = {
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},
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},
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{
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{
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name: "Gauss rifle",
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name: "Gauss rifle",
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description: "<strong>launch blocks</strong> at much higher speeds<br>carry more massive blocks",
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description: "<strong>launch blocks</strong> at much higher speeds<br>hold onto larger blocks even after getting hit",
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have: false, //14
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have: false, //14
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effect: () => { // good with guns that run out of ammo
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effect: () => { // good with guns that run out of ammo
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mech.throwChargeRate = 4;
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mech.throwChargeRate = 4;
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@@ -398,7 +398,7 @@ const b = {
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},
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},
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explode(me) {
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explode(me) {
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// typically explode is used for some bullets with .onEnd
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// typically explode is used for some bullets with .onEnd
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const radius = bullet[me].explodeRad * b.modExplosionRadius
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let radius = bullet[me].explodeRad * b.modExplosionRadius
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//add dmg to draw queue
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//add dmg to draw queue
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game.drawList.push({
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game.drawList.push({
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x: bullet[me].position.x,
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x: bullet[me].position.x,
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@@ -482,7 +482,8 @@ const b = {
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 18);
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 18);
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mob[i].force.x += knock.x;
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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mob[i].force.y += knock.y;
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damageScale *= 0.8 //reduced damage for each additional explosion target
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radius *= 0.9 //reduced range for each additional explosion target
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damageScale *= 0.9 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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mob[i].locatePlayer();
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 35);
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 35);
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@@ -1222,7 +1223,7 @@ const b = {
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name: "flak", //8
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name: "flak", //8
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description: "fire a cluster of short range projectiles<br><strong class='color-e'>explodes</strong> on contact or after half a second",
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description: "fire a cluster of short range projectiles<br><strong class='color-e'>explodes</strong> on contact or after half a second",
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ammo: 0,
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ammo: 0,
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ammoPack: 20,
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ammoPack: 22,
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have: false,
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have: false,
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isStarterGun: true,
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isStarterGun: true,
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fire() {
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fire() {
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@@ -1265,7 +1266,7 @@ const b = {
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name: "grenades", //9
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name: "grenades", //9
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description: "lob a single bouncy projectile<br><strong class='color-e'>explodes</strong> on contact or after one second",
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description: "lob a single bouncy projectile<br><strong class='color-e'>explodes</strong> on contact or after one second",
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ammo: 0,
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ammo: 0,
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ammoPack: 9,
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ammoPack: 10,
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have: false,
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have: false,
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isStarterGun: false,
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isStarterGun: false,
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fire() {
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fire() {
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@@ -1278,9 +1279,10 @@ const b = {
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bullet[me].totalCycles = 100;
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bullet[me].totalCycles = 100;
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bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.isModBulletsLastLonger);
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bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.isModBulletsLastLonger);
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bullet[me].restitution = 0.5;
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bullet[me].restitution = 0.5;
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bullet[me].explodeRad = 210;
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bullet[me].explodeRad = 270;
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bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
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bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
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bullet[me].minDmgSpeed = 1;
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bullet[me].minDmgSpeed = 1;
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Matter.Body.setDensity(bullet[me], 0.0002);
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bullet[me].onDmg = function () {
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bullet[me].onDmg = function () {
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this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
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this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
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};
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};
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@@ -1311,6 +1313,7 @@ const b = {
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bullet[me].inertia = Infinity; //prevents rotation
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bullet[me].inertia = Infinity; //prevents rotation
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bullet[me].restitution = 0;
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bullet[me].restitution = 0;
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bullet[me].friction = 1;
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bullet[me].friction = 1;
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Matter.Body.setDensity(bullet[me], 0.0002);
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bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
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bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
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bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
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bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
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@@ -1724,9 +1727,8 @@ const b = {
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}
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}
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}
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}
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const FIELD_DRAIN = 0.0016
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if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) { //hit target with laser
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if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > FIELD_DRAIN) { //hit target with laser
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mech.fieldMeter -= 0.0016
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mech.fieldMeter -= FIELD_DRAIN
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//make sure you can still see target
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//make sure you can still see target
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const DIST = Matter.Vector.magnitude(Matter.Vector.sub(this.vertices[0], this.lockedOn.position));
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const DIST = Matter.Vector.magnitude(Matter.Vector.sub(this.vertices[0], this.lockedOn.position));
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+2
-2
@@ -187,8 +187,8 @@ document.getElementById("build-button").addEventListener("click", () => {
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</g>
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</g>
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</svg>
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</svg>
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</div>
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</div>
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<div class="build-grid-module" style="font-size: 19px; line-height: 110%;">
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<div class="build-grid-module" style="font-size: 0.85em; line-height: 170%;">
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Choose up to five power ups. Once you start, only health and ammo will drop, so pick carefully.
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Choose five power ups.<br>Click start to begin.
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</div>`
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</div>`
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')" ><div class="circle-grid field"></div> <strong style='font-size:1.3em;'>${mech.fieldUpgrades[i].name}</strong><br> ${mech.fieldUpgrades[i].description}</div>`
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')" ><div class="circle-grid field"></div> <strong style='font-size:1.3em;'>${mech.fieldUpgrades[i].name}</strong><br> ${mech.fieldUpgrades[i].description}</div>`
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+1
-1
@@ -461,7 +461,7 @@ const mech = {
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// freeze game and display a full screen red color
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// freeze game and display a full screen red color
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if (dmg > 0.05) {
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if (dmg > 0.05) {
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this.drop(); //drop block if holding
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if (dmg > 0.07 && mech.holdingMassScale > 0.2) this.drop(); //drop block if holding
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsInterval = 1000 / game.fpsCap;
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game.fpsInterval = 1000 / game.fpsCap;
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} else {
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} else {
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@@ -70,7 +70,7 @@ summary {
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display: none;
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display: none;
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/* display: grid; */
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/* display: grid; */
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grid-template-columns: repeat(auto-fit, minmax(292px, 1fr));
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grid-template-columns: repeat(auto-fit, minmax(300px, 1fr));
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grid-auto-rows: minmax(auto, auto);
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grid-auto-rows: minmax(auto, auto);
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grid-gap: 15px;
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grid-gap: 15px;
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