wave beam balance
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@@ -900,21 +900,20 @@ const b = {
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{
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name: "wave beam",
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ammo: 0,
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ammoPack: 70,
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ammoPack: 100,
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have: false,
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fire() {
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const me = bullet.length;
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const DIR = mech.angle
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const DIR_90 = mech.angle + Math.PI / 2
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const MAG_90 = -26
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bullet[me] = Bodies.circle(mech.pos.x + MAG_90 * Math.cos(DIR_90), mech.pos.y + MAG_90 * Math.sin(DIR_90), 5, {
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const wiggleMag = (mech.flipLegs === 1) ? 0.0045 : -0.0045
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bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 5, {
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angle: DIR,
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cycle: -0.45, //adjust this number until the bullets line up with the cross hairs
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cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
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endCycle: game.cycle + 300,
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inertia: Infinity,
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frictionAir: 0,
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minDmgSpeed: 0,
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dmg: 0.09, //damage done in addition to the damage from momentum
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dmg: 0.1, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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@@ -924,19 +923,19 @@ const b = {
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// this.endCycle = 0; //bullet ends cycle after doing damage
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//recalculate the direction of wiggle
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this.direction = Matter.Vector.perp(this.velocity)
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// this.direction = Matter.Vector.perp(this.velocity)
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},
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onEnd() {},
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do() {
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//wiggle wiggle wiggle
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this.cycle++
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const THRUST = 0.003 * Math.cos(this.cycle * 0.3)
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const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
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this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST)
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}
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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mech.fireCDcycle = game.cycle + 4; // cool down
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const SPEED = 5;
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mech.fireCDcycle = game.cycle + 3; // cool down
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const SPEED = 4.5;
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(DIR),
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y: SPEED * Math.sin(DIR)
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