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%;