incendiary ammunition
bug - spider boss move at full speed again (watch out) bots that uses energy stop when you hit 50% energy if you have mass-energy mod you get a warning before you overwrite your current gun due to integrated armament gun - flak is removed mod: High-explosive incendiary, or incendiary rounds shotgun: several large explosions nail gun: rapid fire explosions drones: drones explode on impact super balls: explode on contact
This commit is contained in:
35
js/player.js
35
js/player.js
@@ -186,39 +186,6 @@ const mech = {
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return true
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}
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},
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enterAir() {
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//triggered in engine.js on collision
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mech.onGround = false;
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mech.hardLandCD = 0 // disable hard landing
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if (mech.checkHeadClear()) {
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if (mech.crouch) {
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mech.undoCrouch();
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}
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mech.yOffGoal = mech.yOffWhen.jump;
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}
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},
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//triggered in engine.js on collision
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enterLand() {
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mech.onGround = true;
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if (mech.crouch) {
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if (mech.checkHeadClear()) {
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mech.undoCrouch();
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} else {
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mech.yOffGoal = mech.yOffWhen.crouch;
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}
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} else {
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//sets a hard land where player stays in a crouch for a bit and can't jump
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//crouch is forced in groundControl below
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const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
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if (momentum > 130) {
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mech.doCrouch();
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mech.yOff = mech.yOffWhen.jump;
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mech.hardLandCD = mech.cycle + Math.min(momentum / 6.5 - 6, 40)
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} else {
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mech.yOffGoal = mech.yOffWhen.stand;
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}
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}
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},
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buttonCD_jump: 0, //cool down for player buttons
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groundControl() {
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//check for crouch or jump
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@@ -516,7 +483,6 @@ const mech = {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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}, 3000);
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return;
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} else { //death
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mech.health = 0;
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@@ -2410,6 +2376,7 @@ const mech = {
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mech.hole.isReady = false;
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mech.fieldRange = 0
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Matter.Body.setPosition(player, game.mouseInGame);
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mech.buttonCD_jump = 0 //this might fix a bug with jumping
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const velocity = Vector.mult(Vector.normalise(sub), 18)
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Matter.Body.setVelocity(player, {
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x: velocity.x,
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