diff --git a/js/bullets.js b/js/bullets.js index 85b1cd5..026b530 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -1822,17 +1822,15 @@ const b = { mech.energy += Math.max(radius * 0.0003, 0.15) } else { mech.damage(radius * 0.0002); //normal player damage from explosions + mech.drop(); } - knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30); player.force.x += knock.x; player.force.y += knock.y; - mech.drop(); } else if (dist < alertRange) { knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 55); player.force.x += knock.x; player.force.y += knock.y; - mech.drop(); } //body knock backs diff --git a/js/level.js b/js/level.js index 2038cbe..aaaff3a 100644 --- a/js/level.js +++ b/js/level.js @@ -15,13 +15,14 @@ const level = { if (build.isURLBuild && level.levelsCleared === 0) build.onLoadPowerUps(); if (level.levelsCleared === 0) { //this code only runs on the first level // level.difficultyIncrease(9) - b.giveGuns("foam") + // b.giveGuns("foam") // mech.setField("time dilation field") // b.giveMod("renormalization"); // b.giveMod("quantum tunneling"); // b.giveGuns("grenades") // b.giveMod("rocket-propelled grenade"); // mech.setField("pilot wave") + // mech.setField("perfect diamagnetism") level.intro(); //starting level // level.testing(); diff --git a/todo.txt b/todo.txt index d7e15dc..3a64700 100644 --- a/todo.txt +++ b/todo.txt @@ -1,8 +1,14 @@ - +foam gun now slows down when touching walls +mod - quantum foam now bypasses shields +Bayesian now only give one mod choice on election, but 33% (from 20%) chance at double power ups ************** TODO - n-gon ************** +mod - blocking with perfect diamagnetism fires your gun + maybe doesn't trigger cooldown? + does use ammo + mod - annihilation might be unbalanced? boss mob - let it die multiple times and come back to life