Composite replaces World
Matter.World has been replaced with Matter.Composite
matter.js deprecated World
could cause problems merging your old code
(replace World with Composite in your code)
tech: many worlds - now costs 1 research at the start of each level to activate
a nerf, but also a buff because if you like a build you can freeze it by not getting research
mine gun has 25% less ammo and 33% more damage
railgun now gets 50% more ammo, but it fires slower
fixed rail gun ammo drain on misfire bug
fixed experiment gun display bug
This commit is contained in:
@@ -83,7 +83,7 @@ const powerUps = {
|
||||
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
||||
if (powerUp[i].isDuplicated && Math.random() < 0.004) { // (1-0.004)^150 = chance to be removed after 3 seconds
|
||||
b.explosion(powerUp[i].position, 150 + (10 + 3 * Math.random()) * powerUp[i].size);
|
||||
Matter.World.remove(engine.world, powerUp[i]);
|
||||
Matter.Composite.remove(engine.world, powerUp[i]);
|
||||
powerUp.splice(i, 1);
|
||||
break
|
||||
}
|
||||
@@ -209,7 +209,7 @@ const powerUps = {
|
||||
// document.body.style.overflow = "hidden"
|
||||
simulation.paused = false;
|
||||
simulation.isChoosing = false; //stops p from un pausing on key down
|
||||
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||||
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
|
||||
build.unPauseGrid()
|
||||
requestAnimationFrame(cycle);
|
||||
if (m.holdingTarget) m.drop();
|
||||
@@ -234,7 +234,7 @@ const powerUps = {
|
||||
}
|
||||
}
|
||||
if (tech.isRerollBots) {
|
||||
for (const cost = 3; powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
|
||||
for (const cost = 4; powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
|
||||
b.randomBot()
|
||||
if (tech.renormalization) {
|
||||
for (let i = 0; i < cost; i++) {
|
||||
@@ -373,7 +373,7 @@ const powerUps = {
|
||||
if (tech.isAmmoForGun && b.inventory.length > 0 && b.activeGun) {
|
||||
const target = b.guns[b.activeGun]
|
||||
if (target.ammo !== Infinity) {
|
||||
const ammoAdded = Math.ceil((0.82 * Math.random() + 0.8 * Math.random()) * target.ammoPack)
|
||||
const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack)
|
||||
target.ammo += ammoAdded
|
||||
simulation.makeTextLog(`${target.name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
|
||||
}
|
||||
@@ -884,7 +884,7 @@ const powerUps = {
|
||||
y: Math.random() * -9 - 3
|
||||
});
|
||||
}
|
||||
World.add(engine.world, powerUp[index]); //add to world
|
||||
Composite.add(engine.world, powerUp[index]); //add to world
|
||||
},
|
||||
spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
|
||||
if (
|
||||
|
||||
Reference in New Issue
Block a user