file reoganization, mod has it's own file
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12
js/spawn.js
12
js/spawn.js
@@ -1020,7 +1020,7 @@ const spawn = {
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vertexCollision(where, look, body);
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if (!mech.isStealth) vertexCollision(where, look, [player]);
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if (best.who && best.who === player && mech.immuneCycle < mech.cycle) {
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mech.immuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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const dmg = 0.14 * game.dmgScale;
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mech.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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@@ -1140,7 +1140,7 @@ const spawn = {
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!mech.isStealth
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) {
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this.foundPlayer();
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if (this.cd === Infinity) this.cd = game.cycle + this.delay;
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if (this.cd === Infinity) this.cd = game.cycle + this.delay * 0.7;
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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this.cd = Infinity
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@@ -1445,11 +1445,11 @@ const spawn = {
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// Matter.Body.rotate(me, Math.PI)
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me.memory = 120;
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me.fireFreq = 0.007 + Math.random() * 0.003;
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me.fireFreq = 0.0065 + Math.random() * 0.003;
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me.noseLength = 0;
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me.fireAngle = 0;
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me.accelMag = 0.0005 * game.accelScale;
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me.frictionAir = 0.05;
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me.accelMag = 0.0006 * game.accelScale;
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me.frictionAir = 0.04;
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me.lookTorque = 0.0000028 * (Math.random() > 0.5 ? -1 : 1);
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me.fireDir = {
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x: 0,
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@@ -1476,7 +1476,7 @@ const spawn = {
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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me.timeLeft = 420;
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me.accelMag = 0.0004 * game.accelScale;
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me.frictionAir = 0.035;
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me.frictionAir = 0.033;
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me.restitution = 0.5;
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me.leaveBody = false;
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me.dropPowerUp = false;
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