MIRV
tech: MIRV - now effects grenades and super balls in addition to missiles no change for super balls and missiles, but this is a new tech for grenades undetonated mines are returned at the end of a level removed tech: mine reclamation mine gun has 30% less ammo laser mines do 7% less damage booby trap now comes with 53 JUNK (up from 33) but it's mines can be returned for ammo removed ctx.clip() from metamaterial cloaking field for performance reasons the graphics look a bit different now, maybe not as good, maybe it's just different iceIX bullets last 50% less time, but do 50% more damage and have 25% more thrust so it's more of a close range bullet ice-shot has 2 fewer bullets
This commit is contained in:
205
js/bullet.js
205
js/bullet.js
@@ -713,11 +713,11 @@ const b = {
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},
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setGrenadeMode() {
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grenadeDefault = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle) {
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grenadeDefault = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
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const me = bullet.length;
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bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
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Matter.Body.setDensity(bullet[me], 0.0005);
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bullet[me].explodeRad = 300;
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Matter.Body.setDensity(bullet[me], 0.0003);
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bullet[me].explodeRad = 300 * size;
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bullet[me].onEnd = function() {
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b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
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if (tech.fragments) b.targetedNail(this.position, tech.fragments * 4)
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@@ -738,11 +738,11 @@ const b = {
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};
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Composite.add(engine.world, bullet[me]); //add bullet to world
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}
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grenadeRPG = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle) {
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grenadeRPG = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
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const me = bullet.length;
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bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
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Matter.Body.setDensity(bullet[me], 0.0005);
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bullet[me].explodeRad = 305;
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Matter.Body.setDensity(bullet[me], 0.0003);
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bullet[me].explodeRad = 305 * size;
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bullet[me].onEnd = function() {
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b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
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if (tech.fragments) b.targetedNail(this.position, tech.fragments * 4)
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@@ -773,11 +773,11 @@ const b = {
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}
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};
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}
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grenadeRPGVacuum = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle) {
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grenadeRPGVacuum = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
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const me = bullet.length;
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bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
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Matter.Body.setDensity(bullet[me], 0.0005);
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bullet[me].explodeRad = 350 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 110
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Matter.Body.setDensity(bullet[me], 0.0003);
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bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 110
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bullet[me].onEnd = function() {
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b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
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if (tech.fragments) b.targetedNail(this.position, tech.fragments * 4)
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@@ -849,11 +849,11 @@ const b = {
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}
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};
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}
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grenadeVacuum = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle) {
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grenadeVacuum = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
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const me = bullet.length;
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bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
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Matter.Body.setDensity(bullet[me], 0.0003);
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bullet[me].explodeRad = 350 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
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Matter.Body.setDensity(bullet[me], 0.0002);
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bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
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bullet[me].onEnd = function() {
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b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
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if (tech.fragments) b.targetedNail(this.position, tech.fragments * 6)
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@@ -920,10 +920,10 @@ const b = {
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Composite.add(engine.world, bullet[me]); //add bullet to world
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}
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grenadeNeutron = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle) {
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grenadeNeutron = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(where.x, where.y, 10, 4, b.fireAttributes(angle, false));
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b.fireProps(m.crouch ? 45 : 25, m.crouch ? 35 : 20, angle, me); //cd , speed
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b.fireProps((m.crouch ? 45 : 25) / Math.pow(0.93, tech.missileCount), m.crouch ? 35 : 20, angle, me); //cd , speed
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Matter.Body.setDensity(bullet[me], 0.000001);
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bullet[me].endCycle = Infinity;
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bullet[me].frictionAir = 0;
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@@ -932,7 +932,7 @@ const b = {
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bullet[me].restitution = 0;
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bullet[me].minDmgSpeed = 0;
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bullet[me].damageRadius = 100;
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bullet[me].maxDamageRadius = 450 + 130 * tech.isNeutronSlow //+ 150 * Math.random()
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bullet[me].maxDamageRadius = 450 * size + 130 * tech.isNeutronSlow //+ 150 * Math.random()
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bullet[me].radiusDecay = (0.81 + 0.15 * tech.isNeutronSlow) / tech.isBulletsLastLonger
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bullet[me].stuckTo = null;
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bullet[me].stuckToRelativePosition = null;
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@@ -1604,7 +1604,7 @@ const b = {
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laserMine(position, velocity = { x: 0, y: -8 }) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(position.x, position.y, 3, 25, {
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bulletType: "mine",
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bulletType: "laser mine",
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angle: m.angle,
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friction: 0,
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frictionAir: 0.025,
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@@ -1612,8 +1612,8 @@ const b = {
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 67 + Math.floor(7 * Math.random()),
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drain: 0.5 * tech.isLaserDiode * tech.laserFieldDrain,
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isArmed: false,
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drain: 0.62 * tech.isLaserDiode * tech.laserFieldDrain,
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isDetonated: false,
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torqueMagnitude: 0.000003 * (Math.round(Math.random()) ? 1 : -1),
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range: 1500,
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endCycle: Infinity,
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@@ -1623,17 +1623,7 @@ const b = {
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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},
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beforeDmg() {},
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onEnd() {
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if (tech.isMineAmmoBack && (!this.isArmed || Math.random() < 0.2)) { //get ammo back from tech.isMineAmmoBack
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "mine") {
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b.guns[i].ammo++
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simulation.updateGunHUD();
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break;
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}
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}
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}
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},
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onEnd() {},
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do() {
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if (!(simulation.cycle % this.lookFrequency) && m.energy > this.drain) { //find mob targets
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for (let i = 0, len = mob.length; i < len; ++i) {
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@@ -1648,7 +1638,7 @@ const b = {
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if (this.angularSpeed < 0.5) this.torque += this.inertia * this.torqueMagnitude * 200 //spin
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this.endCycle = simulation.cycle + 360 + 120
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// if (this.angularSpeed < 0.01) this.torque += this.inertia * this.torqueMagnitude * 5 //spin
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this.isArmed = true
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this.isDetonated = true
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break
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}
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}
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@@ -1669,7 +1659,7 @@ const b = {
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for (let i = 0; i < 3; i++) {
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const where = this.vertices[i]
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const endPoint = Vector.add(where, Vector.mult(Vector.normalise(Vector.sub(where, this.position)), 2500))
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b.laser(where, endPoint, tech.laserDamage * 14, this.reflections, true)
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b.laser(where, endPoint, tech.laserDamage * 13, this.reflections, true)
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}
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ctx.stroke();
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// ctx.globalAlpha = 1;
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@@ -1704,28 +1694,26 @@ const b = {
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lookFrequency: 0,
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range: 700,
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beforeDmg() {},
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onEnd() {
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if (this.isArmed) b.targetedNail(this.position, tech.isMineSentry ? 7 : 22, 40 + 10 * Math.random(), 1200, true, 2.2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
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},
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do() {
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this.force.y += this.mass * 0.002; //extra gravity
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let collide = Matter.Query.collides(this, map) //check if collides with map
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if (collide.length > 0) {
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for (let i = 0; i < collide.length; i++) {
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if (collide[i].bodyA.collisionFilter.category === cat.map) { // || collide[i].bodyB.collisionFilter.category === cat.map) {
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const angle = Vector.angle(collide[i].normal, {
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x: 1,
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y: 0
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})
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const angle = Vector.angle(collide[i].normal, { x: 1, y: 0 })
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Matter.Body.setAngle(this, Math.atan2(collide[i].tangent.y, collide[i].tangent.x))
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//move until touching map again after rotation
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for (let j = 0; j < 10; j++) {
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if (Matter.Query.collides(this, map).length > 0) { //touching map
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if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
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Matter.Body.setVelocity(this, { x: 0, y: 0 });
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Matter.Body.setStatic(this, true) //don't set to static if not touching map
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this.collisionFilter.mask = cat.map | cat.bullet
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} else {
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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Matter.Body.setVelocity(this, { x: 0, y: 0 });
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Matter.Body.setAngularVelocity(this, 0)
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}
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this.arm();
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@@ -1752,55 +1740,7 @@ const b = {
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}
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if (this.stillCount > 25) this.arm();
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},
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// sentry() {
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// this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
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// this.lookFrequency = simulation.cycle + 60
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// this.do = function() { //overwrite the do method for this bullet
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// this.force.y += this.mass * 0.002; //extra gravity
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// if (simulation.cycle > this.lookFrequency) {
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// const random = 300 * Math.random
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (
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// !mob[i].isBadTarget &&
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// Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 700 + mob[i].radius + random &&
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// Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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// Matter.Query.ray(body, this.position, mob[i].position).length === 0
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// ) {
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// this.lookFrequency = 8 + Math.floor(3 * Math.random())
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// this.endCycle = simulation.cycle + 900
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// this.do = function() { //overwrite the do method for this bullet
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// this.force.y += this.mass * 0.002; //extra gravity
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// if (!(simulation.cycle % this.lookFrequency) && !m.isBodiesAsleep) { //find mob targets
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// // this.endCycle -= 8
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// b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false, 2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
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// if (!(simulation.cycle % (this.lookFrequency * 6))) {
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// simulation.drawList.push({
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// x: this.position.x,
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// y: this.position.y,
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// radius: 8,
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// color: "#fe0",
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// time: 4
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// });
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// }
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// }
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// }
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// }
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// }
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// }
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// }
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// },
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arm() {
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//false alert
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// for (let i = 0, len = mob.length; i < len; i++) {
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// if (!mob[i].seePlayer.recall && Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 4000000) { //2000 range
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// mob[i].seePlayer.recall = 240; //cycles before mob falls a sleep
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// mob[i].seePlayer.position.x = this.position.x;
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// mob[i].seePlayer.position.y = this.position.y;
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// }
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// }
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this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
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this.lookFrequency = simulation.cycle + 60
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this.do = function() { //overwrite the do method for this bullet
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@@ -1848,11 +1788,8 @@ const b = {
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break
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} else {
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this.endCycle = 0 //end life if mob is near and visible
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if (Math.random() < 0.8) isAmmoBack = false; //20% chance to get ammo back after detonation
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break
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}
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}
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}
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}
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@@ -1860,29 +1797,6 @@ const b = {
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}
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}
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},
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onEnd() {
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if (this.isArmed) {
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b.targetedNail(this.position, tech.isMineSentry ? 7 : 22, 40 + 10 * Math.random(), 1200, true, 2.2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
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}
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if (tech.isMineAmmoBack && (!this.isArmed || Math.random() < 0.2)) { //get ammo back from tech.isMineAmmoBack
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "mine") {
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b.guns[i].ammo++
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simulation.updateGunHUD();
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break;
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}
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}
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}
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// if (isAmmoBack) { //get ammo back from tech.isMineAmmoBack
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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// if (b.guns[i].name === "mine") {
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// b.guns[i].ammo++
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// simulation.updateGunHUD();
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// break;
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// }
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// }
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// }
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}
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});
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bullet[bIndex].torque += bullet[bIndex].inertia * 0.0002 * (0.5 - Math.random())
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Matter.Body.setVelocity(bullet[bIndex], velocity);
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@@ -2110,7 +2024,7 @@ const b = {
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},
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iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
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const me = bullet.length;
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const THRUST = 0.0006
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const THRUST = 0.0009
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const RADIUS = 18
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const SCALE = 1 - 0.08 / tech.isBulletsLastLonger
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bullet[me] = Bodies.polygon(where.x, where.y, 3, RADIUS, {
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@@ -2119,9 +2033,9 @@ const b = {
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friction: 0,
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frictionAir: 0.023,
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restitution: 0.9,
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dmg: 0.55, //damage done in addition to the damage from momentum
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dmg: 1, //damage done in addition to the damage from momentum
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lookFrequency: 14 + Math.floor(8 * Math.random()),
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endCycle: simulation.cycle + 150 * tech.isBulletsLastLonger + Math.floor(25 * Math.random()),
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endCycle: simulation.cycle + 100 * tech.isBulletsLastLonger + Math.floor(25 * Math.random()),
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -2607,7 +2521,7 @@ const b = {
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inertia: Infinity,
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frictionAir: 0.003,
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dmg: 0, //damage on impact
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damage: (tech.isFastFoam ? 0.039 : 0.011) * (tech.isFoamTeleport ? 1.55 : 1), //damage done over time
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damage: (tech.isFastFoam ? 0.039 : 0.011) * (tech.isFoamTeleport ? 1.5 : 1), //damage done over time
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scale: 1 - 0.006 / tech.isBulletsLastLonger * (tech.isFastFoam ? 1.65 : 1),
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classType: "bullet",
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collisionFilter: {
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@@ -2748,7 +2662,7 @@ const b = {
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}
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if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isFoamTeleport
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this.nextPortCycle = simulation.cycle + this.portFrequency
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const range = 10 * Math.sqrt(this.radius) * Math.random()
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const range = 15 * Math.sqrt(this.radius) * Math.random()
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Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
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}
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}
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@@ -4043,9 +3957,9 @@ const b = {
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}
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} else if (tech.isIceShot) {
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const spread = (m.crouch ? 0.7 : 1.2)
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for (let i = 0, len = 18 * (tech.isShotgunReversed ? 1.6 : 1); i < len; i++) {
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for (let i = 0, len = 16 * (tech.isShotgunReversed ? 1.6 : 1); i < len; i++) {
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// iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
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b.iceIX(25 + 32 * Math.random(), m.angle + spread * (Math.random() - 0.5))
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b.iceIX(25 + 20 * Math.random(), m.angle + spread * (Math.random() - 0.5))
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}
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} else if (tech.isFoamShot) {
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const spread = (m.crouch ? 0.35 : 0.7)
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@@ -4132,8 +4046,9 @@ const b = {
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const SPEED = m.crouch ? 43 : 36
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCDscale); // cool down
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const SPREAD = m.crouch ? 0.08 : 0.13
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let dir = m.angle - SPREAD * (tech.superBallNumber - 1) / 2;
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for (let i = 0; i < tech.superBallNumber; i++) {
|
||||
const num = tech.missileCount + 2
|
||||
let dir = m.angle - SPREAD * (num - 1) / 2;
|
||||
for (let i = 0; i < num; i++) {
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 11 * tech.bulletSize, b.fireAttributes(dir, false));
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
@@ -4163,6 +4078,7 @@ const b = {
|
||||
const dir = m.angle
|
||||
const x = m.pos.x
|
||||
const y = m.pos.y
|
||||
const num = tech.missileCount + 2
|
||||
const delay = Math.floor((m.crouch ? 18 : 12) * b.fireCDscale)
|
||||
m.fireCDcycle = m.cycle + delay; // cool down
|
||||
|
||||
@@ -4194,7 +4110,7 @@ const b = {
|
||||
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
|
||||
count++
|
||||
if (count % 2) fireBall()
|
||||
if (count < tech.superBallNumber * 2 && m.alive) requestAnimationFrame(cycle);
|
||||
if (count < num * 2 && m.alive) requestAnimationFrame(cycle);
|
||||
}
|
||||
}
|
||||
let count = 0
|
||||
@@ -4640,14 +4556,21 @@ const b = {
|
||||
have: false,
|
||||
do() {},
|
||||
fire() {
|
||||
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 40 : 30) * b.fireCDscale); // cool down
|
||||
b.grenade()
|
||||
const countReduction = Math.pow(0.93, tech.missileCount)
|
||||
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 40 : 30) * b.fireCDscale / countReduction); // cool down
|
||||
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
||||
const SPREAD = m.crouch ? 0.12 : 0.2
|
||||
let angle = m.angle - SPREAD * (tech.missileCount - 1) / 2;
|
||||
for (let i = 0; i < tech.missileCount; i++) {
|
||||
b.grenade(where, angle, countReduction) //function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1)
|
||||
angle += SPREAD
|
||||
}
|
||||
},
|
||||
}, {
|
||||
name: "mine",
|
||||
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at mobs within range",
|
||||
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level", //fires <strong>nails</strong> at mobs within range
|
||||
ammo: 0,
|
||||
ammoPack: 1.4,
|
||||
ammoPack: 1.1,
|
||||
have: false,
|
||||
do() {},
|
||||
fire() {
|
||||
@@ -4657,33 +4580,17 @@ const b = {
|
||||
const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
||||
b.laserMine(m.pos, velocity)
|
||||
} else {
|
||||
const pos = {
|
||||
x: m.pos.x + 30 * Math.cos(m.angle),
|
||||
y: m.pos.y + 30 * Math.sin(m.angle)
|
||||
}
|
||||
const pos = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
||||
let speed = 36
|
||||
if (Matter.Query.point(map, pos).length > 0) { //don't fire if mine will spawn inside map
|
||||
speed = -2
|
||||
}
|
||||
b.mine(pos, {
|
||||
x: speed * Math.cos(m.angle),
|
||||
y: speed * Math.sin(m.angle)
|
||||
}, 0, tech.isMineAmmoBack)
|
||||
if (Matter.Query.point(map, pos).length > 0) speed = -2 //don't launch if mine will spawn inside map
|
||||
b.mine(pos, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }, 0)
|
||||
}
|
||||
m.fireCDcycle = m.cycle + Math.floor(50 * b.fireCDscale); // cool down
|
||||
} else {
|
||||
const pos = {
|
||||
x: m.pos.x + 30 * Math.cos(m.angle),
|
||||
y: m.pos.y + 30 * Math.sin(m.angle)
|
||||
}
|
||||
const pos = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
||||
let speed = 23
|
||||
if (Matter.Query.point(map, pos).length > 0) { //don't fire if mine will spawn inside map
|
||||
speed = -2
|
||||
}
|
||||
b.mine(pos, {
|
||||
x: speed * Math.cos(m.angle),
|
||||
y: speed * Math.sin(m.angle)
|
||||
}, 0, tech.isMineAmmoBack)
|
||||
if (Matter.Query.point(map, pos).length > 0) speed = -2 //don't launch if mine will spawn inside map
|
||||
b.mine(pos, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }, 0)
|
||||
m.fireCDcycle = m.cycle + Math.floor(25 * b.fireCDscale); // cool down
|
||||
}
|
||||
}
|
||||
|
||||
@@ -175,8 +175,8 @@ function collisionChecks(event) {
|
||||
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
|
||||
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
|
||||
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
|
||||
// console.log(obj.dmg, 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
|
||||
if (tech.isCrit && mob[k].isStunned) dmg *= 4
|
||||
// console.log(dmg)
|
||||
mob[k].damage(dmg);
|
||||
if (mob[k].alive) mob[k].foundPlayer();
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
|
||||
24
js/level.js
24
js/level.js
@@ -11,13 +11,14 @@ const level = {
|
||||
levels: [],
|
||||
start() {
|
||||
if (level.levelsCleared === 0) { //this code only runs on the first level
|
||||
// simulation.enableConstructMode() //used to build maps in testing mode
|
||||
// localSettings.levelsClearedLastGame = 10
|
||||
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
|
||||
// simulation.isHorizontalFlipped = true
|
||||
// b.giveGuns("mine")
|
||||
// b.giveGuns("nail gun")
|
||||
// m.setField("wormhole")
|
||||
// b.giveGuns("grenades")
|
||||
// tech.giveTech("laser-mines")
|
||||
// m.setField("metamaterial cloaking")
|
||||
// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
|
||||
// tech.giveTech("irradiated nails")
|
||||
// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
|
||||
|
||||
@@ -51,7 +52,6 @@ const level = {
|
||||
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
|
||||
// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
|
||||
// lore.techCount = 6
|
||||
// simulation.enableConstructMode() //used to build maps in testing mode
|
||||
|
||||
// simulation.isCheating = false //true;
|
||||
// localSettings.loreCount = 3; //this sets what conversation is heard
|
||||
@@ -2246,7 +2246,7 @@ const level = {
|
||||
for (let i = 0; i < 4; ++i) spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
|
||||
}
|
||||
// blockDoor(710, -710);
|
||||
// for (let i = 0; i < 30; i++) powerUps.directSpawn(710, -710, "tech");
|
||||
// for (let i = 0; i < 200; i++) powerUps.directSpawn(710 + 1000 * Math.random(), -710 + 1000 * Math.random(), "tech");
|
||||
|
||||
spawn.mapRect(2500, -1200, 200, 750); //right wall
|
||||
blockDoor(2585, -210)
|
||||
@@ -4027,8 +4027,8 @@ const level = {
|
||||
// spawn.mapRect(-2600, -1975, 250, 25);
|
||||
spawn.mapRect(-2515, -2000, 180, 50);
|
||||
|
||||
spawn.bodyRect(-3410, -1425, 100, 100);
|
||||
spawn.bodyRect(-3390, -1525, 100, 100);
|
||||
spawn.bodyRect(-3410, -1425, 50, 50);
|
||||
spawn.bodyRect(-3390, -1525, 40, 60);
|
||||
// spawn.bodyRect(-3245, -1425, 100, 100);
|
||||
//building 3
|
||||
spawn.mapRect(-4450, -1750, 800, 1050);
|
||||
@@ -4171,16 +4171,6 @@ const level = {
|
||||
level.enter.draw();
|
||||
};
|
||||
|
||||
|
||||
// simulation.draw.mapPath = new Path2D();
|
||||
// for (let i = 0, len = map.length; i < len; ++i) {
|
||||
// let vertices = map[i].vertices;
|
||||
// simulation.draw.mapPath.moveTo(vertices[0].x, vertices[0].y);
|
||||
// for (let j = 1; j < vertices.length; j += 1) {
|
||||
// simulation.draw.mapPath.lineTo(vertices[j].x, vertices[j].y);
|
||||
// }
|
||||
// simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
|
||||
// }
|
||||
const lightingPath = new Path2D() //pre-draw the complex lighting path to save processing
|
||||
lightingPath.moveTo(-1800, -500)
|
||||
lightingPath.lineTo(-910, -500) //3rd floor light
|
||||
|
||||
38
js/player.js
38
js/player.js
@@ -642,7 +642,7 @@ const m = {
|
||||
tech.isDeathAvoidedThisLevel = true
|
||||
powerUps.research.changeRerolls(-1)
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
|
||||
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
m.energy = m.maxEnergy
|
||||
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
@@ -673,7 +673,7 @@ const m = {
|
||||
powerUps.research.changeRerolls(-1)
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
|
||||
<br>${powerUps.research.count}`)
|
||||
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
||||
@@ -2125,9 +2125,10 @@ const m = {
|
||||
// m.fieldDamage = 2.46 // 1 + 146/100
|
||||
m.fieldDrawRadius = 0
|
||||
m.isSneakAttack = true;
|
||||
const drawRadius = 1100
|
||||
const drawRadius = 900
|
||||
|
||||
m.hold = function() {
|
||||
// console.log(m.holdingTarget)
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -2194,29 +2195,27 @@ const m = {
|
||||
const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5)
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(m.pos.x, m.pos.y, m.fieldDrawRadius * (1 - wiggle), m.fieldDrawRadius * (1 + wiggle), m.fieldPhase, 0, 2 * Math.PI);
|
||||
if (m.fireCDcycle > m.cycle && (input.field)) {
|
||||
ctx.lineWidth = 5;
|
||||
ctx.strokeStyle = `rgba(0, 204, 255,1)`
|
||||
ctx.stroke()
|
||||
}
|
||||
ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
|
||||
ctx.globalCompositeOperation = "destination-in"; //in or atop
|
||||
// if (m.fireCDcycle > m.cycle && (input.field)) {}
|
||||
ctx.fillStyle = "#fff"
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "#000"
|
||||
ctx.stroke()
|
||||
// ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
|
||||
ctx.globalCompositeOperation = "destination-in";
|
||||
ctx.fill();
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
ctx.clip();
|
||||
// ctx.clip(); //seems to have a high performance cost
|
||||
}
|
||||
|
||||
// const energy = Math.max(0.01, Math.min(m.energy, 1))
|
||||
if (m.isCloak) {
|
||||
this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius
|
||||
m.fieldDrawRadius = this.fieldRange * 0.9 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
||||
m.fieldDrawRadius = this.fieldRange * 0.88 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
||||
drawField()
|
||||
} else if (this.fieldRange < 3000) {
|
||||
this.fieldRange += 50
|
||||
m.fieldDrawRadius = this.fieldRange //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
||||
drawField()
|
||||
} else {
|
||||
if (this.fieldRange < 3000) {
|
||||
this.fieldRange += 200
|
||||
m.fieldDrawRadius = this.fieldRange //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
||||
drawField()
|
||||
}
|
||||
}
|
||||
if (tech.isIntangible) {
|
||||
if (m.isCloak) {
|
||||
@@ -2478,7 +2477,8 @@ const m = {
|
||||
if (
|
||||
dist2 < 5000 &&
|
||||
!simulation.isChoosing &&
|
||||
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth)
|
||||
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
|
||||
// (powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth)
|
||||
// (powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
|
||||
) { //use power up if it is close enough
|
||||
powerUps.onPickUp(powerUp[i]);
|
||||
|
||||
@@ -697,7 +697,7 @@ const powerUps = {
|
||||
if (tech.isLaserMine && m.crouch) {
|
||||
b.laserMine(who.position)
|
||||
} else {
|
||||
b.mine(who.position, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
|
||||
b.mine(who.position, { x: 0, y: 0 }, 0)
|
||||
}
|
||||
}
|
||||
if (tech.isRelay) {
|
||||
|
||||
@@ -737,20 +737,20 @@ const simulation = {
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tech.isMineAmmoBack) {
|
||||
let count = 0;
|
||||
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
|
||||
if (bullet[i].bulletType === "mine") count++
|
||||
}
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
|
||||
if (b.guns[i].name === "mine") {
|
||||
if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
|
||||
b.guns[i].ammo += count
|
||||
simulation.updateGunHUD();
|
||||
break;
|
||||
}
|
||||
|
||||
let count = 0;
|
||||
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
|
||||
if (bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") count++
|
||||
}
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
|
||||
if (b.guns[i].name === "mine") {
|
||||
if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
|
||||
b.guns[i].ammo += count
|
||||
simulation.updateGunHUD();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (tech.isMutualism && !tech.isEnergyHealth) {
|
||||
for (let i = 0; i < bullet.length; i++) {
|
||||
if (bullet[i].isMutualismActive) {
|
||||
|
||||
145
js/tech.js
145
js/tech.js
@@ -344,7 +344,7 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (tech.isDamageForGuns || tech.isFireRateForGuns) && b.inventory.length + 5 < b.guns.length
|
||||
return (tech.isDamageForGuns || tech.isFireRateForGuns) && b.inventory.length < b.guns.length - 5 //12-5 guns total
|
||||
},
|
||||
requires: "arsenal or active cooling and less than 7 guns",
|
||||
effect() {
|
||||
@@ -470,7 +470,7 @@
|
||||
},
|
||||
{
|
||||
name: "desublimated ammunition",
|
||||
description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</strong><<br>strong>+6</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||||
description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</strong><br><strong>+6</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -2695,7 +2695,7 @@
|
||||
powerUps.research.changeRerolls(0)
|
||||
}, 1000);
|
||||
},
|
||||
description: "once per level, instead of <strong>dying</strong><br>consume <strong>1</strong> <strong class='color-r'>research</strong> and spawn <strong>6</strong> <strong class='color-h'>heals</strong>",
|
||||
description: "once per level, instead of <strong>dying</strong><br>consume <strong>1</strong> <strong class='color-r'>research</strong> and spawn <strong>5</strong> <strong class='color-h'>heals</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -4042,7 +4042,7 @@
|
||||
},
|
||||
{
|
||||
name: "ice-shot",
|
||||
description: "<strong>shotgun</strong> grows <strong>18</strong> freezing <strong class='color-s'>ice IX</strong> crystals",
|
||||
description: "<strong>shotgun</strong> grows <strong>15</strong> freezing <strong class='color-s'>ice IX</strong> crystals",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4059,25 +4059,6 @@
|
||||
tech.isIceShot = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "super duper",
|
||||
description: "fire <strong>1</strong> additional <strong>super ball</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
|
||||
},
|
||||
requires: "super balls, but not the tech super ball",
|
||||
effect() {
|
||||
tech.superBallNumber++
|
||||
},
|
||||
remove() {
|
||||
tech.superBallNumber = 3;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "supertemporal",
|
||||
description: "fire <strong>super ball</strong> from the same point in <strong>space</strong><br> but separated by <strong>0.1</strong> seconds in <strong>time</strong>",
|
||||
@@ -4114,7 +4095,7 @@
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("super balls") && tech.superBallNumber === 3 && !tech.superBallDelay
|
||||
return tech.haveGunCheck("super balls") && tech.missileCount === 1 && !tech.superBallDelay
|
||||
},
|
||||
requires: "super balls, but not super duper or supertemporal",
|
||||
effect() {
|
||||
@@ -4134,7 +4115,7 @@
|
||||
},
|
||||
{
|
||||
name: "super sized",
|
||||
description: `<strong>super balls</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
||||
description: `increase <strong>super ball</strong> radius by <strong>17%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>35%</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -4145,7 +4126,7 @@
|
||||
},
|
||||
requires: "super balls",
|
||||
effect() {
|
||||
tech.bulletSize += 0.15
|
||||
tech.bulletSize += 0.17
|
||||
},
|
||||
remove() {
|
||||
tech.bulletSize = 1;
|
||||
@@ -4321,25 +4302,6 @@
|
||||
tech.missileSize = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "MIRV",
|
||||
description: "missile <strong class='color-g'>gun</strong> and <strong>bot</strong> launch <strong>+1</strong> <strong>missile</strong><br>decrease <strong>size</strong> and <strong>fire rate</strong> by <strong>10%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("missiles") || tech.missileBotCount
|
||||
},
|
||||
requires: "missiles",
|
||||
effect() {
|
||||
tech.missileCount++;
|
||||
},
|
||||
remove() {
|
||||
tech.missileCount = 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "missile-bot",
|
||||
description: "remove your <strong>missile gun</strong><br>gain a <strong class='color-bot'>bot</strong> that fires <strong>missiles</strong> at mobs",
|
||||
@@ -4368,6 +4330,25 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "MIRV",
|
||||
description: "fire <strong>+1</strong> <strong>missile</strong>, <strong>grenade</strong>, and <strong>super ball</strong><br>decrease <strong class='color-e'>explosion</strong> <strong>radius</strong> up to <strong>10%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades") || (tech.haveGunCheck("super balls") && !tech.oneSuperBall)
|
||||
},
|
||||
requires: "missiles, grenades, super balls, not super ball",
|
||||
effect() {
|
||||
tech.missileCount++;
|
||||
},
|
||||
remove() {
|
||||
tech.missileCount = 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "rocket-propelled grenade",
|
||||
description: "<strong>grenades</strong> rapidly <strong>accelerate</strong> forward<br>map <strong>collisions</strong> trigger an <strong class='color-e'>explosion</strong>",
|
||||
@@ -4421,7 +4402,7 @@
|
||||
allowed() {
|
||||
return tech.isVacuumBomb && !tech.isExplodeRadio
|
||||
},
|
||||
requires: "vacuum bomb && not iridium-192",
|
||||
requires: "vacuum bomb, not iridium-192",
|
||||
effect() {
|
||||
tech.isBlockExplode = true; //chain reaction
|
||||
},
|
||||
@@ -4469,6 +4450,28 @@
|
||||
tech.isNeutronSlow = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "booby trap",
|
||||
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+53</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("mine")
|
||||
},
|
||||
requires: "mines, not mine reclamation",
|
||||
effect() {
|
||||
tech.isMineDrop = true;
|
||||
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0)
|
||||
tech.addJunkTechToPool(53)
|
||||
},
|
||||
remove() {
|
||||
tech.isMineDrop = false;
|
||||
if (this.count > 0) tech.removeJunkTechFromPool(53)
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "laser-mines",
|
||||
description: "<strong>mines</strong> laid while you are <strong>crouched</strong><br>use <strong class='color-f'>energy</strong> to emit <strong>3</strong> unaimed <strong class='color-laser'>lasers</strong>",
|
||||
@@ -4488,25 +4491,6 @@
|
||||
tech.isLaserMine = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "mine reclamation",
|
||||
description: "retrieve <strong class='color-g'>ammo</strong> from all undetonated <strong>mines</strong><br>and <strong>20%</strong> of <strong>mines</strong> after detonation",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("mine") && !tech.isMineDrop
|
||||
},
|
||||
requires: "mine, not bobby trap",
|
||||
effect() {
|
||||
tech.isMineAmmoBack = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isMineAmmoBack = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "sentry",
|
||||
description: "instead of detonating, <strong>mines</strong> <strong>target</strong> mobs<br>with a stream of nails for about <strong>17</strong> seconds",
|
||||
@@ -4545,28 +4529,6 @@
|
||||
tech.isMineStun = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "booby trap",
|
||||
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+30</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("mine") && !tech.isMineAmmoBack
|
||||
},
|
||||
requires: "mines, not mine reclamation",
|
||||
effect() {
|
||||
tech.isMineDrop = true;
|
||||
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
|
||||
tech.addJunkTechToPool(30)
|
||||
},
|
||||
remove() {
|
||||
tech.isMineDrop = false;
|
||||
if (this.count > 0) tech.removeJunkTechFromPool(30)
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "mycelial fragmentation",
|
||||
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>6</strong> extra <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br>during their <strong>growth</strong> phase",
|
||||
@@ -4901,7 +4863,7 @@
|
||||
},
|
||||
{
|
||||
name: "uncertainty principle",
|
||||
description: "<strong>foam</strong> bubbles randomly change <strong>position</strong><br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>55%</strong>",
|
||||
description: "<strong>foam</strong> bubbles randomly change <strong>position</strong><br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>50%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5964,7 +5926,10 @@
|
||||
tech.isIntangible = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isIntangible = false;
|
||||
if (tech.isIntangible) {
|
||||
tech.isIntangible = false;
|
||||
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -7730,7 +7695,6 @@
|
||||
isPiezo: null,
|
||||
isFastDrones: null,
|
||||
isFastSpores: null,
|
||||
superBallNumber: null,
|
||||
oneSuperBall: null,
|
||||
laserReflections: null,
|
||||
laserDamage: null,
|
||||
@@ -7745,7 +7709,6 @@
|
||||
isSporeField: null,
|
||||
isMissileField: null,
|
||||
isIceField: null,
|
||||
isMineAmmoBack: null,
|
||||
isPlasmaRange: null,
|
||||
isFreezeMobs: null,
|
||||
isIceCrystals: null,
|
||||
|
||||
Reference in New Issue
Block a user