electrostatic induction
tech: electrostatic induction - foam bullets are attracted to nearby mobs portals on perplex map, now remove blocks that fall in new community map! coliseum by iNoobBoi a few more tech can be refunded properly nonRefundable tech don't show up in the list of tech you have
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19
js/spawn.js
19
js/spawn.js
@@ -1491,9 +1491,10 @@ const spawn = {
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me.fireCycle = 0
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me.fireTarget = { x: 0, y: 0 }
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me.pulseRadius = Math.min(500, 230 + simulation.difficulty * 3)
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me.fireDelay = Math.max(60, 190 - simulation.difficulty * 2)
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me.fireDelay = Math.max(60, 140 - simulation.difficulty * 2)
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me.isFiring = false
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Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
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me.isBoss = true;
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spawn.shield(me, x, y, 1);
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spawn.spawnOrbitals(me, radius + 200 + 300 * Math.random(), 1)
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me.onDeath = function() {
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@@ -1560,11 +1561,11 @@ const spawn = {
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//rotate towards fireAngle
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const angle = this.angle + Math.PI / 2;
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const c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
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const threshold = 0.03;
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const threshold = 0.04;
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if (c > threshold) {
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this.torque += 0.000001 * this.inertia;
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this.torque += 0.0000015 * this.inertia;
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} else if (c < -threshold) {
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this.torque -= 0.000001 * this.inertia;
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this.torque -= 0.0000015 * this.inertia;
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} else if (this.fireCycle > 45) { //fire
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unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
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this.fireTarget = Vector.add(this.vertices[1], unit)
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@@ -1590,8 +1591,8 @@ const spawn = {
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Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
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me.fireCycle = Infinity
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me.fireTarget = { x: 0, y: 0 }
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me.pulseRadius = Math.min(400, 165 + simulation.difficulty * 3)
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me.fireDelay = Math.max(75, 150 - simulation.difficulty * 0.5)
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me.pulseRadius = Math.min(400, 170 + simulation.difficulty * 3)
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me.fireDelay = Math.max(75, 140 - simulation.difficulty * 0.5)
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me.isFiring = false
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me.onHit = function() {};
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me.canSeeTarget = function() {
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@@ -1677,11 +1678,11 @@ const spawn = {
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x: Math.cos(angle),
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y: Math.sin(angle)
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}, this.fireDir)
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const threshold = 0.03;
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const threshold = 0.04;
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if (dot > threshold) { //rotate towards fireAngle
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this.torque += 0.000001 * this.inertia;
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this.torque += 0.0000015 * this.inertia;
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} else if (dot < -threshold) {
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this.torque -= 0.000001 * this.inertia;
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this.torque -= 0.0000015 * this.inertia;
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} else if (this.fireCycle > 60) { // aim
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unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
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this.fireTarget = Vector.add(this.vertices[1], unit)
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