quenching

tech: quenching - if you're at full health heal power ups do harm but they also increase your max health

you can play with camera smoothing now in the console
  m.lookSmoothing = 0.07, //1 is instant/jerky,  0.01 is slow zoom, 0.07 is standard

more progress on level - labs
This commit is contained in:
landgreen
2021-06-18 13:20:02 -07:00
parent f89b228226
commit cb2a8e4243
9 changed files with 226 additions and 100 deletions

View File

@@ -459,7 +459,7 @@ const b = {
},
pulse(charge, angle = m.angle, where = m.pos) {
let best;
let explosionRadius = 6 * charge
let explosionRadius = 5.5 * charge
let range = 5000
const path = [{
x: where.x + 20 * Math.cos(angle),
@@ -547,7 +547,7 @@ const b = {
}
if (best.who) {
b.explosion(path[1], explosionRadius)
const off = explosionRadius
const off = explosionRadius * 1.2
b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
}
@@ -2107,7 +2107,7 @@ const b = {
}
}
//power ups
if (!this.isImproved && !simulation.isChoosing && !tech.isArmorFromPowerUps) {
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxHealth) {
if (this.lockedOn) {
//grab, but don't lock onto nearby power up
for (let i = 0, len = powerUp.length; i < len; ++i) {
@@ -3623,7 +3623,7 @@ const b = {
}
}, {
name: "super balls",
description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
description: "fire <strong>3</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 11,
have: false,