new fan level, edge of map mouse zoomOut
This commit is contained in:
10
js/bullet.js
10
js/bullet.js
@@ -1042,7 +1042,7 @@ const b = {
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onEnd() {},
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do() {
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if (this.lastLookCycle < game.cycle) {
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this.lastLookCycle = game.cycle + 65 - this.isUpgraded * 30
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this.lastLookCycle = game.cycle + 65 - this.isUpgraded * 25
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let target
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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@@ -1107,7 +1107,7 @@ const b = {
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const radius = 6 + 7 * Math.random()
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const SPEED = 29 - radius * 0.5; //(mech.crouch ? 32 : 20) - radius * 0.7;
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const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
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b.foam(this.position, velocity, radius + 8 * this.isUpgraded)
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b.foam(this.position, velocity, radius + 7 * this.isUpgraded)
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break;
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}
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}
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@@ -1189,7 +1189,7 @@ const b = {
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}
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//hit target with laser
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if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
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mech.energy -= 0.0014 * mod.isLaserDiode - 0.0007 * this.isUpgraded
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mech.energy -= 0.0014 * mod.isLaserDiode - 0.0006 * this.isUpgraded
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//make sure you can still see vertex
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const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
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if (DIST - this.lockedOn.radius < this.range + 150 &&
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@@ -2302,7 +2302,7 @@ const b = {
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} else {
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const bodyCollisions = Matter.Query.collides(this, body)
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if (bodyCollisions.length) {
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if (!bodyCollisions[0].bodyA.isNotSticky) {
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if (!bodyCollisions[0].bodyA.isNotHoldable) {
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onCollide(this)
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this.stuckTo = bodyCollisions[0].bodyA
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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@@ -2460,7 +2460,7 @@ const b = {
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} else {
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const bodyCollisions = Matter.Query.collides(this, body)
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if (bodyCollisions.length) {
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if (!bodyCollisions[0].bodyA.isNotSticky) {
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if (!bodyCollisions[0].bodyA.isNotHoldable) {
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onCollide(this)
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this.stuckTo = bodyCollisions[0].bodyA
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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