diff --git a/js/bullets.js b/js/bullets.js
index ab910df..1e44599 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -28,7 +28,7 @@ const b = {
}
},
mods: [{
- name: "Depleted Uranium Rounds",
+ name: "depleted uranium rounds",
description: "your bullets are larger and do more physical damage",
have: false,
effect: () => {
@@ -40,7 +40,7 @@ const b = {
}
},
{
- name: "Auto-Loading Heuristics",
+ name: "auto-loading heuristics",
description: "your rate of fire is 15% faster",
have: false,
effect: () => {
@@ -50,7 +50,7 @@ const b = {
}
},
{
- name: "Desublimated Ammunition",
+ name: "desublimated ammunition",
description: "use 50% less ammo when crouching",
have: false,
effect: () => {
@@ -59,7 +59,7 @@ const b = {
}
},
{
- name: "Corrosion Resistant Topology",
+ name: "corrosion resistant topology",
description: "your bullets last 40% longer",
have: false,
effect: () => {
@@ -68,17 +68,17 @@ const b = {
}
},
{
- name: "Anti-Matter Cores",
+ name: "anti-matter cores",
description: "the radius of your explosions is doubled",
have: false,
effect: () => {
//at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
//testing at 1.3: grenade(+0.3), missiles, flak, M80
- b.modExplosionRadius = 2; //good for guns with explosions:
+ b.modExplosionRadius = 1.8; //good for guns with explosions:
}
},
{
- name: "Energy Siphon",
+ name: "energy siphon",
description: "regenerate energy proportional to your damage done",
have: false,
effect: () => {
@@ -87,7 +87,7 @@ const b = {
}
},
{
- name: "Entropy Transfer",
+ name: "entropy transfer",
description: "heal proportional to your damage done",
have: false,
effect: () => {
@@ -96,7 +96,7 @@ const b = {
}
},
{
- name: "Quantum Immortality",
+ name: "quantum immortality",
description: "after you die continue in an alternate reality with randomized abilities",
have: false,
effect: () => {
@@ -104,11 +104,11 @@ const b = {
}
},
{
- name: "Zoospore Vector",
+ name: "zoospore vector",
description: "when an enemy dies it has a 20% chance to release spores",
have: false,
effect: () => {
- b.modSpores = 0.2; //good late game maybe?
+ b.modSpores = 0.20; //good late game maybe?
}
},
// () => {
@@ -281,7 +281,7 @@ const b = {
time: game.drawTime
});
let dist, sub, knock;
- const dmg = b.dmgScale * radius * 0.01;
+ const dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
@@ -757,8 +757,8 @@ const b = {
// }
// }
}, {
- name: "one shot",
- description: "fire a huge bullet with high recoil
effective at long distances",
+ name: "kinetic slugs",
+ description: "fire a huge rod with high recoil
effective at long distances",
ammo: 0,
ammoPack: 5,
have: false,
@@ -781,7 +781,7 @@ const b = {
}
},
{
- name: "rapid fire",
+ name: "minigun",
description: "fire a stream of bullets",
ammo: 0,
ammoPack: 105,
@@ -882,7 +882,7 @@ const b = {
}
},
{
- name: "spray",
+ name: "shotgun",
description: "fire a burst of bullets with high recoil
more effective at close range",
ammo: 0,
ammoPack: 8,
@@ -910,7 +910,7 @@ const b = {
}
},
{
- name: "needles",
+ name: "fléchettes",
description: "fire a narrow projectile
effective at long distances",
ammo: 0,
ammoPack: 19,
@@ -925,7 +925,7 @@ const b = {
}
b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 45 : 37, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger);
- bullet[me].dmg = mech.crouch ? 1.4 : 1;
+ bullet[me].dmg = mech.crouch ? 1.5 : 1;
b.drawOneBullet(bullet[me].vertices);
bullet[me].do = function () {
//low gravity
@@ -1042,14 +1042,14 @@ const b = {
name: "flak",
description: "fire a cluster of explosive projectiles
explode on contact or after half a second",
ammo: 0,
- ammoPack: 18,
+ ammoPack: 20,
have: false,
fire() {
b.muzzleFlash(30);
const totalBullets = 5
const angleStep = (mech.crouch ? 0.06 : 0.15) / totalBullets
const SPEED = mech.crouch ? 27 : 20
- const CD = mech.crouch ? 50 : 20
+ const CD = mech.crouch ? 30 : 15
const END = Math.floor((mech.crouch ? 27 : 18) * b.modBulletsLastLonger);
let dir = mech.angle - angleStep * totalBullets / 2;
const side1 = 17 * b.modBulletSize
@@ -1060,12 +1060,12 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), side1, side2, b.fireAttributes(dir));
b.fireProps(CD, SPEED + 25 * Math.random() - i, dir, me); //cd , speed
-
- //Matter.Body.setDensity(bullet[me], 0.00001);
+ // Matter.Body.setDensity(bullet[me], 0.005);
bullet[me].endCycle = i + game.cycle + END
bullet[me].restitution = 0;
bullet[me].friction = 1;
- bullet[me].explodeRad = 75 + (Math.random() - 0.5) * 50;
+ // bullet[me].dmg = 0.15;
+ bullet[me].explodeRad = 45 + (Math.random() - 0.5) * 50;
bullet[me].onEnd = b.explode;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
@@ -1082,51 +1082,51 @@ const b = {
}
},
{
- name: "grenade",
- description: "rapidly fire small bouncy bombs
explodes on contact or after 2 seconds",
+ name: "grenades",
+ description: "fire a bomb that explodes on contact or after 1.6 seconds",
ammo: 0,
- ammoPack: 20,
+ ammoPack: 17,
have: false,
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10 * b.modBulletSize, b.fireAttributes(dir, false));
- b.fireProps(mech.crouch ? 40 : 25, mech.crouch ? 40 : 30, dir, me); //cd , speed
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
+ b.fireProps(mech.crouch ? 45 : 32, mech.crouch ? 41 : 32, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].totalCycles = 100;
- bullet[me].endCycle = game.cycle + Math.floor(120 * b.modBulletsLastLonger);
- bullet[me].restitution = 0.6;
+ bullet[me].endCycle = game.cycle + Math.floor(70 * b.modBulletsLastLonger);
+ bullet[me].restitution = 0.25;
bullet[me].explodeRad = 220;
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
bullet[me].minDmgSpeed = 1;
- bullet[me].dmg = 0.25;
+ bullet[me].dmg = 0.5;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
};
bullet[me].do = function () {
//extra gravity for harder arcs
- this.force.y += this.mass * 0.0025;
+ this.force.y += this.mass * 0.0022;
};
}
},
{
name: "vacuum bomb",
- description: "fire a huge bomb that pulls things in before it explodes
explodes after 2 seconds",
+ description: "fire a huge bomb that sucks before it explodes
2 second fuse",
ammo: 0,
ammoPack: 5,
have: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 22 * b.modBulletSize, b.fireAttributes(dir, false));
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 26 * b.modBulletSize, b.fireAttributes(dir, false));
bullet[me].radius = 22; //used from drawing timer
- b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 38 : 30, dir, me); //cd , speed
+ b.fireProps(mech.crouch ? 80 : 50, mech.crouch ? 37 : 0, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
- Matter.Body.setDensity(bullet[me], 0.000001);
- bullet[me].endCycle = game.cycle + Math.floor(140 * b.modBulletsLastLonger);
- bullet[me].endCycleLength = Math.floor(140 * b.modBulletsLastLonger);
+ // Matter.Body.setDensity(bullet[me], 0.001);
+ bullet[me].endCycle = game.cycle + Math.floor(120 * b.modBulletsLastLonger);
+ bullet[me].endCycleLength = bullet[me].endCycle - game.cycle
// bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
@@ -1134,7 +1134,7 @@ const b = {
bullet[me].restitution = 0;
bullet[me].friction = 1;
- bullet[me].explodeRad = 400 + Math.floor(Math.random() * 60);
+ bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
bullet[me].minDmgSpeed = 1;
bullet[me].onDmg = function () {
@@ -1145,14 +1145,15 @@ const b = {
this.force.y += this.mass * 0.0022;
//before the explosion suck in stuff
- if (game.cycle > this.endCycle - 40) {
+ if (game.cycle > this.endCycle - 35) {
const that = this
+ let mag = 0.1
- function suck(who, mag = 0.08, radius = that.explodeRad * 2) {
+ function suck(who, radius = that.explodeRad * 2) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Matter.Vector.sub(that.position, who[i].position);
const dist = Matter.Vector.magnitude(sub);
- if (dist < radius && dist > 100) {
+ if (dist < radius && dist > 150) {
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
@@ -1160,18 +1161,24 @@ const b = {
}
}
if (game.cycle > this.endCycle - 5) {
- suck(body, -0.08)
- suck(mob, -0.08)
- suck(powerUp, -0.08)
+ mag = -0.22
+ suck(body)
+ suck(mob)
+ suck(powerUp)
} else {
+ mag = 0.1
suck(body)
suck(mob)
suck(powerUp)
}
+ //keep bomb in place
+ Matter.Body.setVelocity(this, {
+ x: 0,
+ y: 0
+ });
}
-
//draw timer
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
@@ -1387,7 +1394,7 @@ const b = {
}
}
})
- b.fireProps(mech.crouch ? 22 : 15, mech.crouch ? 26 : 1, dir, me); //cd , speed
+ b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 30 : 1, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
}
},
diff --git a/js/level.js b/js/level.js
index f02934c..59b8e31 100644
--- a/js/level.js
+++ b/js/level.js
@@ -16,7 +16,7 @@ const level = {
// b.giveGuns("all", 1000)
// b.giveGuns(3) // set a starting gun for testing
// mech.fieldUpgrades[2].effect(); //give a field power up for testing
- b.giveMod(8)
+ // b.giveMod(8)
this.intro(); //starting level
// this.testingMap();
diff --git a/js/player.js b/js/player.js
index 7814280..61da0dd 100644
--- a/js/player.js
+++ b/js/player.js
@@ -914,7 +914,7 @@ const mech = {
document.getElementById("field").innerHTML = mech.fieldUpgrades[mech.fieldMode].name //add field
},
fieldUpgrades: [{
- name: "Field Emitter",
+ name: "field emitter",
description: "lets you pick up and throw objects
shields you from damage",
effect: () => {
mech.fieldMode = 0;
@@ -941,7 +941,7 @@ const mech = {
}
},
{
- name: "Time Dilation Field",
+ name: "time dilation field",
description: "stop time while field is active
can fire while field is active",
effect: () => {
mech.fieldMode = 1;
@@ -1012,7 +1012,7 @@ const mech = {
}
},
{
- name: "Electrostatic Field",
+ name: "electrostatic field",
description: "field does damage on contact
blocks are thrown at a higher velocity
increased field regeneration",
effect: () => {
mech.fieldMode = 2;
@@ -1085,7 +1085,7 @@ const mech = {
}
},
{
- name: "Negative Mass Field",
+ name: "negative mass field",
description: "field nullifies gravity
player can hold more massive objects
can fire while field is active",
effect: () => {
mech.fieldMode = 3;
@@ -1173,7 +1173,7 @@ const mech = {
}
},
{
- name: "Standing Wave Harmonics",
+ name: "standing wave harmonics",
description: "oscillating shields always surround player
decreased field regeneration",
effect: () => {
mech.fieldMode = 4;
@@ -1216,7 +1216,7 @@ const mech = {
}
},
{
- name: "Nano-Scale Manufacturing",
+ name: "nano-scale manufacturing",
description: "excess field energy used to build drones
increased field regeneration",
effect: () => {
mech.fieldMode = 5;
@@ -1247,7 +1247,7 @@ const mech = {
}
},
{
- name: "Phase Decoherence Field",
+ name: "phase decoherence field",
description: "intangible while field is active
can't see or be seen outside field",
effect: () => {
mech.fieldMode = 6;