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:
19
js/player.js
19
js/player.js
@@ -473,8 +473,11 @@ const m = {
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harmReduction() {
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let dmg = 1
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dmg *= m.fieldHarmReduction
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if (tech.isBlockHarm && m.isHolding) dmg *= 0.2
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if (tech.isHarmReduceAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 0.33 : 1.33
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if (tech.healthDrain) dmg *= 1 + 2.667 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
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if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
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if (tech.isBlockHarm && m.isHolding) dmg *= 0.2
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if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.0185, 0.55)
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if (tech.isSlowFPS) dmg *= 0.8
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if (tech.isPiezo) dmg *= 0.85
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@@ -688,7 +691,7 @@ const m = {
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m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
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if (tech.isHarmFreeze) { //freeze all mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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mobs.statusSlow(mob[i], 300)
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mobs.statusSlow(mob[i], 450)
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}
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}
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} else {
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@@ -1311,7 +1314,7 @@ 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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Matter.Sleeping.set(mob[i], false)
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mobs.statusSlow(mob[i], 60)
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mobs.statusSlow(mob[i], 90)
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}
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} else {
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wake(mob);
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@@ -1346,7 +1349,7 @@ const m = {
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},
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fieldUpgrades: [{
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name: "field emitter",
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> blocks",
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> blocks<br>regen <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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effect: () => {
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m.hold = function() {
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if (m.isHolding) {
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@@ -1620,7 +1623,7 @@ const m = {
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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], 45)
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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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@@ -2187,7 +2190,7 @@ 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], 120)
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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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@@ -2571,7 +2574,7 @@ const m = {
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if (!mob[i].freeOfWires) mob[i].freeOfWires = true
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}
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m.isShipMode = true
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simulation.isCheating = true
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// simulation.isCheating = true
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const points = [
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{ x: 29.979168754143455, y: 4.748337243898336 },
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{ x: 27.04503734408824, y: 13.7801138209198 },
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@@ -2604,7 +2607,7 @@ const m = {
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// Matter.Body.setDensity(player, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
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m.defaultMass = 30
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Matter.Body.setMass(player, m.defaultMass);
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player.friction = 0.05
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player.friction = 0.01
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player.restitution = 0.2
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// player.frictionStatic = 0.1
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// Matter.Body.setInertia(player, Infinity); //disable rotation
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