sticky mines
mines are sticky some mods trigger effects on pickup
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17
js/engine.js
17
js/engine.js
@@ -74,10 +74,22 @@ function playerHeadCheck(event) {
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}
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}
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function mobCollisionChecks(event) {
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function collisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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// //map + bullet collisions
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// if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
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// collideBulletStatic(pairs[i].bodyB)
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// } else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
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// collideBulletStatic(pairs[i].bodyA)
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// }
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// //triggers when the bullets hits something static
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// function collideBulletStatic(obj, speedThreshold = 12, massThreshold = 2) {
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// if (obj.onWallHit) obj.onWallHit();
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// }
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//body + player collision
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if (game.isBodyDamage) {
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if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
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@@ -126,6 +138,7 @@ function mobCollisionChecks(event) {
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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mech.damage(dmg);
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if (mob[k].onHit) mob[k].onHit(k);
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mech.fieldMeter += b.modPiezo
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if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) {
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mob[k].death();
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game.drawList.push({
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@@ -205,7 +218,7 @@ function mobCollisionChecks(event) {
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Events.on(engine, "collisionStart", function (event) {
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playerOnGroundCheck(event);
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playerHeadCheck(event);
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mobCollisionChecks(event);
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collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function (event) {
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playerOnGroundCheck(event);
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