weak anthropic sets life to 5%

This commit is contained in:
landgreen
2020-03-13 06:44:43 -07:00
parent 9c7eed3b29
commit 70d2ad7864
4 changed files with 24 additions and 11 deletions

View File

@@ -14,8 +14,8 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(9)
// b.giveGuns("flak")
// mech.setField("phase decoherence field")
// b.giveGuns("mine")
// mech.setField("negative mass field")
// b.giveMod("irradiated needles");
// b.giveMod("reflective cavity");

View File

@@ -373,7 +373,7 @@ const mobs = {
ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
// ctx.lineDashOffset = 6*(game.cycle % 215);
if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
mech.damage(0.0003 * game.dmgScale);
if (mech.collisionImmuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
if (mech.energy > 0.1) mech.energy -= 0.003
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
@@ -461,7 +461,7 @@ const mobs = {
if (!mech.isStealth) vertexCollision(this.position, look, [player]);
// hitting player
if (best.who === player) {
dmg = 0.0012 * game.dmgScale;
if (mech.collisionImmuneCycle < mech.cycle) dmg = 0.0012 * game.dmgScale;
mech.damage(dmg);
//draw damage
ctx.fillStyle = "#f00";

View File

@@ -469,6 +469,7 @@ const mech = {
if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
b.isModDeathAvoidOnCD = true;
mech.health += dmg //undo the damage
if (mech.health < 0.05) mech.health = 0.05
mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
game.wipe = function () { //set wipe to have trails
@@ -1404,8 +1405,8 @@ const mech = {
// for (let i = 0, len = mob.length; i < len; ++i) {
// sub = Vector.sub(mob[i].position, mech.pos);
// dist2 = Vector.magnitudeSquared(sub);
// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius) {
// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.002)
// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius && mob[i].speed > 6) {
// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.00004 * mob[i].speed * mob[i].mass)
// mob[i].force.x = force.x
// mob[i].force.y = force.y
// }