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