testchamber changes, heal power size scales

This commit is contained in:
landgreen
2020-07-24 07:23:57 -07:00
parent e30f63ad94
commit b6e9410bad
7 changed files with 146 additions and 128 deletions

View File

@@ -2104,7 +2104,7 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].shield) {
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (dist < this.explodeRad) mob[i].health *= 0.8
if (dist < this.explodeRad) mob[i].health *= 0.2
}
}
const dist = Vector.magnitude(Vector.sub(this.position, player.position))
@@ -2669,7 +2669,7 @@ const b = {
} else if (mech.energy > 0.005) { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
const lastCharge = this.charge
let chargeRate = (mech.crouch) ? 0.975 : 0.987
let chargeRate = (mech.crouch) ? 0.98 : 0.984
chargeRate *= Math.pow(b.fireCD, 0.03)
this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
if (mod.isRailTimeSlow) {
@@ -2950,6 +2950,7 @@ const b = {
}
}
},
{
name: "pulse",
description: "convert <strong>25%</strong> of your <strong class='color-f'>energy</strong> into a pulsed laser<br>instantly initiates a fusion <strong class='color-e'>explosion</strong>",
@@ -3101,6 +3102,41 @@ const b = {
}
},
// {
// name: "maser",
// description: "emit a <strong>beam</strong> of collimated coherent <strong>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
// ammo: 0,
// ammoPack: Infinity,
// have: false,
// isEasyToAim: false,
// fire() {
// if (mech.energy < 0.002) {
// mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
// } else {
// // mech.energy -= mech.fieldRegen + 0.002 * mod.isLaserDiode
// let range = 2000
// const looking = Vector.mult(Vector.rotate({
// x: 1,
// y: 0
// }, mech.angle), range)
// const endpoint = Matter.Vector.add(mech.pos, looking)
// const hits = Matter.Query.ray(body, mech.pos, endpoint, 100)
// for (let i = 0; i < hits.length; i++) {
// }
// // console.log(hits, target, range)
// //draw beam
// ctx.beginPath();
// ctx.moveTo(mech.pos.x, mech.pos.y);
// ctx.lineTo(endpoint.x, endpoint.y);
// ctx.stroke();
// }
// }
// },
// {
// name: "dwarf star", //14
// description: "drop a mine that gravitational pulls in matter",
// ammo: 0,