shield rebalance, difficulty rebalance, piezo and static mods
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18
js/player.js
18
js/player.js
@@ -326,11 +326,7 @@ const mech = {
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}
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function randomizeField() {
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if (game.difficulty * (Math.random() + 0.27) > 2) {
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mech.setField(Math.floor(Math.random() * (mech.fieldUpgrades.length)))
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} else {
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mech.setField(0)
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}
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mech.setField(Math.floor(Math.random() * (mech.fieldUpgrades.length)))
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}
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function randomizeHealth() {
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@@ -446,6 +442,9 @@ const mech = {
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dmg *= 0.93
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}
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}
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if (b.modPiezo) {
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mech.fieldMeter += dmg * b.modPiezo
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}
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mech.health -= dmg;
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if (mech.health < 0) {
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mech.health = 0;
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@@ -792,8 +791,8 @@ const mech = {
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mech.fieldCDcycle = mech.cycle + 15;
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mech.isHolding = false;
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//bullet-like collisions
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mech.holdingTarget.collisionFilter.category = cat.body;
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mech.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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mech.holdingTarget.collisionFilter.category = cat.bullet;
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mech.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
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//check every second to see if player is away from thrown body, and make solid
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const solid = function (that) {
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const dx = that.position.x - player.position.x;
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@@ -900,6 +899,9 @@ const mech = {
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mech.drawHold(who);
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mech.fieldCDcycle = mech.cycle + 10;
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mech.holdingTarget = null
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if (b.modBlockDmg) {
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who.damage(b.modBlockDmg)
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}
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//knock backs
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const unit = Vector.normalise(Vector.sub(player.position, who.position))
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const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back
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@@ -1327,7 +1329,7 @@ const mech = {
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //push away
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const DRAIN = 0.00025
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const DRAIN = 0.00035
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if (mech.fieldMeter > DRAIN) {
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mech.grabPowerUp();
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mech.lookForPickUp(150);
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