super ball and flechettes balance

This commit is contained in:
landgreen
2019-12-26 06:52:54 -08:00
parent ccf4912c7d
commit 8115126e08
2 changed files with 13 additions and 23 deletions

View File

@@ -86,17 +86,7 @@
</div>
</details>
</div> -->
<!-- <div id="choose-grid">
<div class="build-grid-module" style="font-size: 1.05em; line-height: 170%;">
Choose five power ups.<br>Click start to begin.
</div>
<div class="build-grid-module" style="font-size: 1.05em; line-height: 170%;">
Choose five power ups.<br>Click start to begin.
</div>
<div class="build-grid-module" style="font-size: 1.05em; line-height: 170%;">
Choose five power ups.<br>Click start to begin.
</div>
</div> -->
<!-- <div id="choose-grid"></div> -->
<div id="build-grid"></div>
<!-- <button type="button" id="build-button">challenge run</button> -->
<svg class="SVG-button" id="build-button" width="110" height="40">

View File

@@ -751,7 +751,7 @@ const b = {
name: "minigun", //0
description: "rapidly fire a stream of small <strong>bullets</strong>",
ammo: 0,
ammoPack: 115,
ammoPack: 125,
have: false,
isStarterGun: true,
fire() {
@@ -806,19 +806,19 @@ const b = {
},
{
name: "super balls", //2
description: "fire balls that <strong>bounce</strong> with no momentum loss",
description: "fire <strong>five</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 16,
ammoPack: 12,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 18) * b.modFireRate); // cool down
b.muzzleFlash(20);
// mobs.alert(450);
const SPEED = mech.crouch ? 45 : 26
const SPREAD = mech.crouch ? 0.04 : 0.14
let dir = mech.angle - SPREAD;
for (let i = 0; i < 3; i++) {
const SPEED = mech.crouch ? 55 : 35
const SPREAD = mech.crouch ? 0.04 : 0.15
let dir = mech.angle - SPREAD * 2;
for (let i = 0; i < 5; i++) {
const me = bullet.length;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7 * b.modBulletSize, b.fireAttributes(dir, false));
World.add(engine.world, bullet[me]); //add bullet to world
@@ -843,7 +843,7 @@ const b = {
name: "fléchettes", //3
description: "fire a volley of <strong>precise</strong> high velocity needles",
ammo: 0,
ammoPack: 60,
ammoPack: 70,
have: false,
isStarterGun: true,
count: 0, //used to track how many shots are in a volley before a big CD
@@ -858,17 +858,17 @@ const b = {
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.modFireRate); // cool down
} else {
this.count++
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.modFireRate); // cool down
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.modFireRate); // cool down
}
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 50 * b.modBulletSize, 1.3 * b.modBulletSize, b.fireAttributes(mech.angle));
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(mech.angle));
bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
bullet[me].dmg = 0.7 + b.modExtraDmg;
bullet[me].dmg = 0.9 + b.modExtraDmg;
bullet[me].do = function () {
this.force.y += this.mass * 0.0002; //low gravity
};
const SPEED = 45
const SPEED = 49
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(mech.angle),
y: mech.Vy / 2 + SPEED * Math.sin(mech.angle)