weak anthropic sets life to 5%
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@@ -14,8 +14,8 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(9)
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// b.giveGuns("flak")
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// mech.setField("phase decoherence field")
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// b.giveGuns("mine")
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// mech.setField("negative mass field")
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// b.giveMod("irradiated needles");
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// b.giveMod("reflective cavity");
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@@ -373,7 +373,7 @@ const mobs = {
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
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mech.damage(0.0003 * game.dmgScale);
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if (mech.collisionImmuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
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if (mech.energy > 0.1) mech.energy -= 0.003
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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@@ -461,7 +461,7 @@ const mobs = {
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if (!mech.isStealth) vertexCollision(this.position, look, [player]);
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// hitting player
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if (best.who === player) {
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dmg = 0.0012 * game.dmgScale;
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if (mech.collisionImmuneCycle < mech.cycle) dmg = 0.0012 * game.dmgScale;
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mech.damage(dmg);
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//draw damage
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ctx.fillStyle = "#f00";
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@@ -469,6 +469,7 @@ const mech = {
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if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
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b.isModDeathAvoidOnCD = true;
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mech.health += dmg //undo the damage
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if (mech.health < 0.05) mech.health = 0.05
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mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
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game.wipe = function () { //set wipe to have trails
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@@ -1404,8 +1405,8 @@ const mech = {
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// sub = Vector.sub(mob[i].position, mech.pos);
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// dist2 = Vector.magnitudeSquared(sub);
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// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius) {
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// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.002)
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// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius && mob[i].speed > 6) {
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// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.00004 * mob[i].speed * mob[i].mass)
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// mob[i].force.x = force.x
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// mob[i].force.y = force.y
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// }
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