grenadier collision fix
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12
js/spawn.js
12
js/spawn.js
@@ -3017,8 +3017,8 @@ const spawn = {
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for (let i = 0; i < 6; i++) {
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spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale);
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const who = mob[mob.length - 1]
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who.collisionFilter.category = 0
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who.collisionFilter.mask = 0
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// who.collisionFilter.category = 0
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who.collisionFilter.mask = cat.player | cat.map;
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const speed = 4 * simulation.accelScale;
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const angle = 2 * Math.PI * i / 6
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Matter.Body.setVelocity(who, {
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@@ -3034,8 +3034,8 @@ const spawn = {
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this.grenadeLimiter += 60
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spawn.grenade(this.position.x, this.position.y, 2, 4, 80 + Math.floor(60 * Math.random()));
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const who = mob[mob.length - 1]
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who.collisionFilter.category = 0
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who.collisionFilter.mask = 0
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// who.collisionFilter.category = 0
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who.collisionFilter.mask = cat.player | cat.map;
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const velocity = Vector.mult(Vector.normalise(Vector.sub(player.position, who.position)), 3 * Math.sqrt(simulation.accelScale) + 4 * Math.random())
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Matter.Body.setVelocity(who, {
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x: this.velocity.x + velocity.x,
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@@ -3174,8 +3174,8 @@ const spawn = {
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};
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me.onDeath = function() { //helps collisions functions work better after vertex have been changed
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spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale);
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mob[mob.length - 1].collisionFilter.category = 0
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mob[mob.length - 1].collisionFilter.mask = 0
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// mob[mob.length - 1].collisionFilter.category = 0
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mob[mob.length - 1].collisionFilter.mask = cat.player | cat.map;
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}
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// spawn.shield(me, x, y);
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me.do = function() {
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