wave beam balance
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@@ -900,20 +900,20 @@ const b = {
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{
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{
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name: "wave beam",
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name: "wave beam",
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ammo: 0,
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ammo: 0,
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ammoPack: 100,
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ammoPack: 110,
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have: false,
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have: false,
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fire() {
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fire() {
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const me = bullet.length;
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const me = bullet.length;
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const DIR = mech.angle
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const DIR = mech.angle
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const wiggleMag = (mech.flipLegs === 1) ? 0.0045 : -0.0045
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const wiggleMag = (mech.flipLegs === 1) ? 0.0045 : -0.0045
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bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 5, {
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bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 9, {
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angle: DIR,
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angle: DIR,
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cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
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cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
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endCycle: game.cycle + 300,
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endCycle: game.cycle + 150,
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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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minDmgSpeed: 0,
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minDmgSpeed: 0,
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dmg: 0.11, //damage done in addition to the damage from momentum
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dmg: 0.06, //damage done in addition to the damage from momentum
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classType: "bullet",
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classType: "bullet",
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collisionFilter: {
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collisionFilter: {
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category: 0x000100,
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category: 0x000100,
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@@ -931,6 +931,12 @@ const b = {
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this.cycle++
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this.cycle++
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const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
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const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
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this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST)
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this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST)
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//shrink
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if (this.cycle > 75) {
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const SCALE = 0.98
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Matter.Body.scale(this, SCALE, SCALE);
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}
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}
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}
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});
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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World.add(engine.world, bullet[me]); //add bullet to world
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