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:
63
js/player.js
63
js/player.js
@@ -1446,14 +1446,17 @@ const m = {
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}
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}
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}
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if (tech.isFreezeMobs) {
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for (let i = 0, len = mob.length; i < len; ++i) {
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Matter.Sleeping.set(mob[i], false)
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mobs.statusSlow(mob[i], 60)
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}
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} else {
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wake(mob);
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}
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// if (tech.isFreezeMobs) {
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// const ICE_DRAIN = 0.0005
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// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
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// Matter.Sleeping.set(mob[i], false)
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// mobs.statusSlow(mob[i], 60)
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// }
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// } else {
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// wake(mob);
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// }
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wake(mob);
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wake(body);
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wake(bullet);
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for (let i = 0, len = cons.length; i < len; i++) {
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@@ -1909,20 +1912,20 @@ const m = {
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y: player.velocity.y * 0.98
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});
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}
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if (tech.isFreezeMobs) {
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const ICE_DRAIN = 0.0002
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for (let i = 0, len = mob.length; i < len; i++) {
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if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
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if (m.energy > ICE_DRAIN * 2) {
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m.energy -= ICE_DRAIN;
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this.fieldDrawRadius -= 2;
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mobs.statusSlow(mob[i], 60)
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} else {
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break;
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}
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}
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}
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}
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// if (tech.isFreezeMobs) {
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// const ICE_DRAIN = 0.0005
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// for (let i = 0, len = mob.length; i < len; i++) {
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// if (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && ((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius)) {
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// if (m.energy > ICE_DRAIN * 2) {
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// m.energy -= ICE_DRAIN;
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// this.fieldDrawRadius -= 2;
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// mobs.statusSlow(mob[i], 60)
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// } else {
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// break;
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// }
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// }
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// }
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// }
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//draw zero-G range
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ctx.beginPath();
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@@ -2809,13 +2812,15 @@ const m = {
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if (tech.isFreezeMobs) {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius) {
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mobs.statusSlow(mob[i], 180)
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}
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}
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}
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// if (tech.isFreezeMobs) {
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius + mob[i].radius) {
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// const ICE_DRAIN = 0.0005
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// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
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// mobs.statusSlow(mob[i], 180)
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// }
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// }
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// }
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ctx.beginPath();
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const rotate = m.cycle * 0.008;
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