diff --git a/js/bullets.js b/js/bullets.js index 7a809f2..d9df216 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -187,7 +187,7 @@ const b = { count: 0, effect() { b.modLaserBotCount++; - b.guardian(); + b.laserBot(); } }, { @@ -1027,7 +1027,7 @@ const b = { restitution: 0.4 + 0.5 * Math.random(), dmg: 0, // 0.14 //damage done in addition to the damage from momentum minDmgSpeed: 2, - lookFrequency: 45 + Math.floor(17 * Math.random()), + lookFrequency: 56 + Math.floor(17 * Math.random()), acceleration: 0.0025 + 0.001 * Math.random(), range: 300 + Math.floor(70 * Math.random()), endCycle: Infinity, @@ -1076,7 +1076,7 @@ const b = { y: speed * Math.sin(dir) }); }, - guardian(speed = 1) { + laserBot(speed = 1) { const me = bullet.length; const dir = mech.angle; const RADIUS = (14 + 6 * Math.random()) * b.modBulletSize @@ -1135,7 +1135,7 @@ const b = { bestVertexDistance = dist } } - const dmg = b.dmgScale * 0.045; + const dmg = b.dmgScale * 0.05; this.lockedOn.damage(dmg); this.lockedOn.locatePlayer(); diff --git a/js/level.js b/js/level.js index 94afde4..c5a8466 100644 --- a/js/level.js +++ b/js/level.js @@ -38,7 +38,7 @@ const level = { level.addToWorld(); //add bodies to game engine game.draw.setPaths(); for (let i = 0; i < b.modLaserBotCount; i++) { - b.guardian() + b.laserBot() } for (let i = 0; i < b.modNailBotCount; i++) { b.nailBot()