in game music

mob effect: freeze - now only slows mobs down
  all freeze effects are about 50% longer

junk tech: music - adds background music to n-gon
junk tech: performance - adds fps tracker to n-gon

tech: dormancy - if a mob has died in the last 5 seconds increase damage by 50% else decrease damage by 50%
tech: torpor   - if a mob has died in the last 5 seconds reduce harm by 66% else increase harm by 33%
This commit is contained in:
landgreen
2021-02-19 06:13:33 -08:00
parent 7e963881f6
commit c085b30af4
10 changed files with 157 additions and 61 deletions

View File

@@ -1732,7 +1732,7 @@ const b = {
},
beforeDmg(who) {
this.endCycle = 0; //bullet ends cycle after doing damage
if (this.isFreeze) mobs.statusSlow(who, 60)
if (this.isFreeze) mobs.statusSlow(who, 90)
},
onEnd() {
if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
@@ -1845,7 +1845,7 @@ const b = {
lockedOn: null,
isFollowMouse: true,
beforeDmg(who) {
mobs.statusSlow(who, 120)
mobs.statusSlow(who, 180)
this.endCycle = simulation.cycle
// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
if (tech.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
@@ -2549,10 +2549,10 @@ const b = {
restitution: 0.5 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 40 + Math.floor(7 * Math.random()),
lookFrequency: 40 + Math.floor(7 * Math.random()) - 10 * tech.isLaserBotUpgrade,
drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
range: 700 * (1 + 0.1 * Math.random()) + 300 * tech.isLaserBotUpgrade,
range: 700 * (1 + 0.1 * Math.random()) + 500 * tech.isLaserBotUpgrade,
playerRange: 150 + Math.floor(30 * Math.random()),
offPlayer: {
x: 0,
@@ -3155,7 +3155,7 @@ const b = {
}, dmg) //position, velocity, damage
if (tech.isIceCrystals) {
bullet[bullet.length - 1].beforeDmg = function(who) {
mobs.statusSlow(who, 30)
mobs.statusSlow(who, 60)
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
}