explosion drop bug fix

This commit is contained in:
landgreen
2020-04-26 05:33:11 -07:00
parent d24ea799cb
commit b16105abb6
3 changed files with 10 additions and 5 deletions

View File

@@ -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

View File

@@ -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();

View File

@@ -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