diff --git a/js/bullets.js b/js/bullets.js index e6d177b..a307e6b 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -146,14 +146,25 @@ const b = { }, { name: "high explosives", //15 - description: "the radius of explosions are +20% larger
immune to harm from explosions", + description: "the radius of explosions are +25% larger", maxCount: 3, count: 0, allowed() { return true }, effect: () => { - b.modExplosionRadius += 0.2; + b.modExplosionRadius += 0.25; + } + }, + { + name: "electric reactive armour", //15 + description: "explosions drain energy instead of doing harm", + maxCount: 1, + count: 0, + allowed() { + return (b.modExplosionRadius > 1) ? true : false; + }, + effect: () => { b.isModImmuneExplosion = true; } }, @@ -454,7 +465,7 @@ const b = { } }, { - name: "accelerated drones", //7 + name: "brushless motors", //7 description: "your drones accelerate 50% faster", maxCount: 1, count: 0, @@ -660,8 +671,13 @@ const b = { //player damage and knock back sub = Vector.sub(where, player.position); dist = Vector.magnitude(sub); + if (dist < radius) { - if (!b.isModImmuneExplosion) mech.damage(radius * 0.0002); + if (!b.isModImmuneExplosion && mech.fieldMeter > 0.1) { + mech.damage(radius * 0.0002); + } else { + mech.fieldMeter -= radius * 0.0006 + } knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30); player.force.x += knock.x; player.force.y += knock.y; diff --git a/js/level.js b/js/level.js index c630888..9d802b0 100644 --- a/js/level.js +++ b/js/level.js @@ -13,15 +13,15 @@ const level = { levelsCleared: 0, start() { if (level.levelsCleared === 0) { - // level.difficultyIncrease(7) + level.difficultyIncrease(7) // b.giveGuns(0) // mech.setField(3) // b.giveMod(0); - level.intro(); //starting level + // level.intro(); //starting level // level.testingMap(); // level.bosses(); - // level.satellite(); + level.satellite(); // level.skyscrapers(); // level.aerie(); // level.rooftops(); diff --git a/js/spawn.js b/js/spawn.js index 4f7e36a..536e34a 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -672,7 +672,7 @@ const spawn = { x: x, y: y } - me.dmg = 0.2 * game.dmgScale; + me.dmg = 0.14 * game.dmgScale; me.frictionAir = 0.03; me.torque -= me.inertia * 0.002 Matter.Body.rotate(me, 0.25); @@ -684,7 +684,7 @@ const spawn = { me.do = function () { this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors // Matter.Body.rotate(this, -0.003 / (0.3 + this.health)) - this.torque -= this.inertia * 0.000002 / (4 + this.health); + this.torque -= this.inertia * 0.0000025 / (4 + this.health); Matter.Body.setVelocity(this, { x: 0, y: 0 diff --git a/style.css b/style.css index 20a0957..65dd4b8 100644 --- a/style.css +++ b/style.css @@ -391,8 +391,6 @@ em { letter-spacing: 1px; } - - .faded { opacity: 0.7; font-size: 90%;