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:
landgreen
2021-05-11 18:10:38 -07:00
parent 0019143124
commit c00199daa7
5 changed files with 53 additions and 54 deletions

View File

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