more training levels

more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"

tech: Bose Einstein condensate is removed until I can balance it

bug fixes
This commit is contained in:
landgreen
2021-12-22 08:59:10 -08:00
parent 9dc5c8d456
commit bf7a22f243
9 changed files with 620 additions and 243 deletions

View File

@@ -1446,14 +1446,17 @@ const m = {
}
}
}
if (tech.isFreezeMobs) {
for (let i = 0, len = mob.length; i < len; ++i) {
Matter.Sleeping.set(mob[i], false)
mobs.statusSlow(mob[i], 60)
}
} else {
wake(mob);
}
// if (tech.isFreezeMobs) {
// for (let i = 0, len = mob.length; i < len; ++i) {
// const ICE_DRAIN = 0.0005
// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
// Matter.Sleeping.set(mob[i], false)
// mobs.statusSlow(mob[i], 60)
// }
// } else {
// wake(mob);
// }
wake(mob);
wake(body);
wake(bullet);
for (let i = 0, len = cons.length; i < len; i++) {
@@ -1909,20 +1912,20 @@ const m = {
y: player.velocity.y * 0.98
});
}
if (tech.isFreezeMobs) {
const ICE_DRAIN = 0.0002
for (let i = 0, len = mob.length; i < len; i++) {
if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
if (m.energy > ICE_DRAIN * 2) {
m.energy -= ICE_DRAIN;
this.fieldDrawRadius -= 2;
mobs.statusSlow(mob[i], 60)
} else {
break;
}
}
}
}
// if (tech.isFreezeMobs) {
// const ICE_DRAIN = 0.0005
// for (let i = 0, len = mob.length; i < len; i++) {
// if (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && ((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius)) {
// if (m.energy > ICE_DRAIN * 2) {
// m.energy -= ICE_DRAIN;
// this.fieldDrawRadius -= 2;
// mobs.statusSlow(mob[i], 60)
// } else {
// break;
// }
// }
// }
// }
//draw zero-G range
ctx.beginPath();
@@ -2809,13 +2812,15 @@ const m = {
if (tech.isFreezeMobs) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius) {
mobs.statusSlow(mob[i], 180)
}
}
}
// if (tech.isFreezeMobs) {
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius + mob[i].radius) {
// const ICE_DRAIN = 0.0005
// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
// mobs.statusSlow(mob[i], 180)
// }
// }
// }
ctx.beginPath();
const rotate = m.cycle * 0.008;