URL build goes to custom, ammo goes to all guns
This commit is contained in:
22
js/bullet.js
22
js/bullet.js
@@ -485,7 +485,7 @@ const b = {
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spore(where, isFreeze = mod.isSporeFreeze) { //used with the mod upgrade in mob.death()
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const bIndex = bullet.length;
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const side = 4;
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bullet[bIndex] = Bodies.polygon(where.x, where.y, 5, side, {
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bullet[bIndex] = Bodies.polygon(where.x, where.y, 4, side, {
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// density: 0.0015, //frictionAir: 0.01,
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inertia: Infinity,
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isFreeze: isFreeze,
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@@ -1578,7 +1578,7 @@ const b = {
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name: "shotgun",
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description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
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ammo: 0,
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ammoPack: 8,
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ammoPack: 6,
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have: false,
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fire() {
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let knock, spread
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@@ -1591,7 +1591,7 @@ const b = {
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mech.fireCDcycle = mech.cycle + Math.floor(45 * b.fireCD); // cool down
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(47 * b.fireCD); //player is immune to collision damage for 30 cycles
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spread = 1.3
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knock = 0.08
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knock = 0.1
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}
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if (mod.isShotgunRecoil) {
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@@ -1616,27 +1616,27 @@ const b = {
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x: speed * Math.cos(dir),
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y: speed * Math.sin(dir)
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}
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b.nail(pos, velocity, 0.6)
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b.nail(pos, velocity, 1)
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}
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} else {
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const side = 19 * mod.bulletSize
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const side = 21 * mod.bulletSize
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for (let i = 0; i < 15; i++) {
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const me = bullet.length;
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const dir = mech.angle + (Math.random() - 0.5) * spread
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bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
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World.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = 50 + Math.random() * 10
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const SPEED = 52 + Math.random() * 8
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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bullet[me].endCycle = game.cycle + 40
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bullet[me].minDmgSpeed = 20
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bullet[me].minDmgSpeed = 15
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// bullet[me].dmg = 0.1
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bullet[me].frictionAir = 0.034;
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bullet[me].do = function () {
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if (!mech.isBodiesAsleep) {
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const scale = 1 - 0.035 / mod.isBulletsLastLonger
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const scale = 1 - 0.034 / mod.isBulletsLastLonger
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Matter.Body.scale(this, scale, scale);
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}
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};
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@@ -2093,7 +2093,7 @@ const b = {
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name: "vacuum bomb",
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description: "fire a bomb that <strong>sucks</strong> before <strong class='color-e'>exploding</strong><br><strong>click</strong> left mouse again to <strong>detonate</strong>",
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ammo: 0,
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ammoPack: 3,
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ammoPack: 2.5,
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have: false,
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fire() {
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const me = bullet.length;
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@@ -2105,7 +2105,7 @@ const b = {
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bullet[me].restitution = 0.2;
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bullet[me].friction = 0.3;
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bullet[me].endCycle = Infinity
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bullet[me].explodeRad = 450 + Math.floor(Math.random() * 30);
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bullet[me].explodeRad = 450 + Math.floor(Math.random() * 50);
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bullet[me].onEnd = function () {
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b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
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@@ -2562,7 +2562,7 @@ const b = {
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name: "rail gun",
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description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
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ammo: 0,
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ammoPack: 4,
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ammoPack: 3,
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have: false,
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fire() {
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const me = bullet.length;
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