JUNK percents
JUNK tech: facsimile - copy current level and insert into level queue JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options) the percent values may seem like more but I actually lowered the JUNK chance about 10% meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research) symbiosis: only gives 1 bonus tech (was 1 or 2) blink boss rebalanced (it's easier, and has two modes) bug fixes
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18
js/bullet.js
18
js/bullet.js
@@ -1231,7 +1231,7 @@ const b = {
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}
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}
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} else {
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if (m.energy > 0.005) m.energy -= 0.005
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if (m.energy > 0.005 && !m.isBodiesAsleep) m.energy -= 0.005
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const sub = Vector.sub(this.position, m.pos)
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const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
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const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
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@@ -1478,7 +1478,6 @@ const b = {
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y: Math.sin(this.angle)
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};
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const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
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// const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
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const dot = Vector.dot(target, face)
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const aim = Math.min(0.08, (1 + dot) * 1)
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if (Vector.cross(target, face) > 0) {
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@@ -1486,7 +1485,7 @@ const b = {
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} else {
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Matter.Body.rotate(this, -aim);
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}
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this.frictionAir = Math.min(0.1, Math.max(0.04, (1 + dot) * 1)) //0.08; //extra friction if turning
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this.frictionAir = Math.min(0.1, Math.max(0.04, 1 + dot)) //0.08; //extra friction if turning
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}
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//accelerate in direction bullet is facing
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const dir = this.angle;
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@@ -4073,7 +4072,7 @@ const b = {
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});
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}
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} else {
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if (Math.abs(player.velocity.x) < 12) player.force.x -= 0.025 * Math.cos(m.angle)
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player.force.x -= 0.06 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
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player.force.y -= 0.006 * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
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}
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},
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@@ -4239,7 +4238,9 @@ const b = {
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});
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}
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} else {
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if (Math.abs(player.velocity.x) < 12) player.force.x -= 0.06 * Math.cos(m.angle)
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player.force.x -= 0.2 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
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// player.force.x -= 0.06 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
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player.force.y -= 0.02 * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
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}
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},
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@@ -5333,7 +5334,6 @@ const b = {
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m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
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// }
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} else if (tech.extraHarpoons) {
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const harpoons = tech.extraHarpoons + 1
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const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1)
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let targetCount = 0
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for (let i = 0, len = mob.length; i < len; ++i) {
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@@ -5345,15 +5345,15 @@ const b = {
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this.ammo--
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b.harpoon(where, mob[i], m.angle, length, true, totalCycles) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
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targetCount++
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if (targetCount > harpoons) break
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if (targetCount > tech.extraHarpoons) break
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}
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}
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}
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}
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//if more harpoons and no targets left
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if (targetCount < harpoons) {
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if (targetCount < tech.extraHarpoons + 1) {
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const SPREAD = 0.1
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const num = harpoons - targetCount
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const num = tech.extraHarpoons + 1 - targetCount
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let dir = m.angle - SPREAD * (num - 1) / 2;
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for (let i = 0; i < num; i++) {
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if (this.ammo > 0) {
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