n-gon
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@@ -3631,7 +3631,7 @@ const b = {
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bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
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bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
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angle: m.angle,
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angle: m.angle,
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cycle: -0.5,
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cycle: -0.5,
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endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 160 * tech.wavePacketLength) * tech.isBulletsLastLonger), // - this.packetCounter + tech.wavePacketLength, //- this.packetCounter + this.packetLength makes the entire packet go away at the same time
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endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 4.3 * tech.wavePacketLength) * tech.isBulletsLastLonger), // - this.packetCounter + tech.wavePacketLength, //- this.packetCounter + this.packetLength makes the entire packet go away at the same time
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inertia: Infinity,
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inertia: Infinity,
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frictionAir: 0,
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frictionAir: 0,
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slow: 0,
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slow: 0,
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@@ -21,7 +21,7 @@ const level = {
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// tech.isExplodeRadio = true
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 1; i++) tech.giveTech("amplitude")
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// for (let i = 0; i < 1; i++) tech.giveTech("amplitude")
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// tech.giveTech("aerogel")
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// tech.giveTech("aerogel")
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// for (let i = 0; i < 3; i++) tech.giveTech("wavelength")
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// for (let i = 0; i < 1; i++) tech.giveTech("wavelength")
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// tech.giveTech("phase velocity")
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// tech.giveTech("phase velocity")
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// tech.giveTech("imaginary")
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// tech.giveTech("imaginary")
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// for (let i = 0; i < 2; i++) tech.giveTech("least action")
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// for (let i = 0; i < 2; i++) tech.giveTech("least action")
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@@ -3650,7 +3650,7 @@
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},
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},
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{
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{
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name: "wavelength",
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name: "wavelength",
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description: "wavelet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>33%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
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description: "wavelet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>50%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
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isGunTech: true,
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isGunTech: true,
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maxCount: 9,
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maxCount: 9,
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count: 0,
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count: 0,
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@@ -3660,8 +3660,8 @@
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},
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},
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requires: "wave beam",
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requires: "wave beam",
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effect() {
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effect() {
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tech.wavePacketLength *= 1.33 //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketLength *= 1.5 //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketFrequency *= 0.752
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tech.wavePacketFrequency *= 0.66666
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tech.waveFrequency *= 0.9
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tech.waveFrequency *= 0.9
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},
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},
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remove() {
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remove() {
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3
todo.txt
3
todo.txt
@@ -1,6 +1,5 @@
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******************************************************** NEXT PATCH ********************************************************
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******************************************************** NEXT PATCH ********************************************************
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tech: wavelength - wavelets are longer and have more range
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******************************************************** BUGS ********************************************************
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******************************************************** BUGS ********************************************************
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@@ -34,8 +33,6 @@ is there a way to check if the player is stuck inside the map or block
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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wavelength should do no damage, but give much more length
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wave tech: dispersion - add noise and damage to waves
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wave tech: dispersion - add noise and damage to waves
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wave tech: chirp - amplitude increases with time
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wave tech: chirp - amplitude increases with time
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