wave bullets end after damage
wave beam bullets now end after hitting mobs bullets do more damage, and reduce mob velocity a bit more ammo, more fire delay most wave beam tech has been buffed a bit also
This commit is contained in:
27
js/bullet.js
27
js/bullet.js
@@ -3177,7 +3177,7 @@ const b = {
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// **************************************************************************************************
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guns: [{
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name: "nail gun",
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description: "use compressed air to fire a stream of <strong>nails</strong><br><strong>delay</strong> after firing <strong>decreases</strong> as you shoot",
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description: "use compressed air to fire a stream of <strong>nails</strong><br><strong><em>delay</em></strong> after firing <strong>decreases</strong> as you shoot",
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ammo: 0,
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ammoPack: 45,
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defaultAmmoPack: 45,
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@@ -3608,12 +3608,12 @@ const b = {
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}
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}, {
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name: "wave beam",
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description: "emit a <strong>wave packet</strong> of <strong>oscillating</strong> particles<br>that propagate through <strong>solids</strong>",
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description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
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ammo: 0,
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ammoPack: 80,
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ammoPack: 100,
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have: false,
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wavePacketCycle: 0,
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delay: 40,
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delay: 60,
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do() {
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if (this.wavePacketCycle && !input.fire) {
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this.wavePacketCycle = 0;
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@@ -3659,18 +3659,19 @@ const b = {
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}
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q = Matter.Query.point(mob, this.position) // check if inside a mob
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for (let i = 0; i < q.length; i++) {
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let dmg = this.dmg / Math.min(10, q[i].mass)
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let dmg = this.dmg // / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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Matter.Body.setVelocity(q[i], Vector.mult(q[i].velocity, 0.9))
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//this draw circle had to be remove to reduce lag
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// simulation.drawList.push({ //add dmg to draw queue
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// x: this.position.x,
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// y: this.position.y,
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// radius: Math.log(2 * dmg + 1.1) * 40,
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// color: 'rgba(0,0,0,0.4)',
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// time: simulation.drawTime
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// });
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this.endCycle = 0; //bullet ends cycle after doing damage
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: 'rgba(0,0,0,0.4)',
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time: simulation.drawTime
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});
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}
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},
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wiggle() {
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