crystallizer
random tech spawn chance now scales with levels clear (zero chance after level 10) (it used to scale with total tech acquired, but you probably will not even notice this change) tech: crystallizer - mods produce ice-IX crystals when they die tech pulse and tech slow light now work together for laser beam, (I think it is pretty dangerous to try them together though)
This commit is contained in:
89
js/bullet.js
89
js/bullet.js
@@ -445,17 +445,17 @@ const b = {
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}
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}
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},
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pulse(charge, angle = m.angle) {
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pulse(charge, angle = m.angle, where = m.pos) {
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let best;
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let explosionRadius = 6 * charge
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let range = 5000
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const path = [{
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x: m.pos.x + 20 * Math.cos(angle),
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y: m.pos.y + 20 * Math.sin(angle)
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x: where.x + 20 * Math.cos(angle),
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y: where.y + 20 * Math.sin(angle)
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},
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{
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x: m.pos.x + range * Math.cos(angle),
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y: m.pos.y + range * Math.sin(angle)
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x: where.x + range * Math.cos(angle),
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y: where.y + range * Math.sin(angle)
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}
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];
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const vertexCollision = function(v1, v1End, domain) {
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@@ -4477,7 +4477,6 @@ const b = {
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this.do = () => {};
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if (tech.isPulseLaser) {
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this.fire = () => {
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const drain = 0.01 * tech.isLaserDiode / b.fireCD
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if (m.energy > drain) {
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m.energy -= m.fieldRegen
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@@ -4487,26 +4486,58 @@ const b = {
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}
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}
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}
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this.do = () => {
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
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ctx.fill();
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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if (tech.beamSplitter) {
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const divergence = m.crouch ? 0.2 : 0.5
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const angle = m.angle - tech.beamSplitter * divergence / 2
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for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
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} else {
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b.pulse(1.75 * this.charge, m.angle)
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if (tech.historyLaser) {
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this.do = () => {
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const len = 1 + 2 * tech.historyLaser
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const spacing = Math.ceil(40 - 9 * tech.historyLaser)
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
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ctx.beginPath();
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const mag = 4.5 * Math.sqrt(this.charge)
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for (let i = 0; i < len; i++) {
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const history = m.history[(m.cycle - i * spacing) % 600]
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const off = history.yOff - 24.2859
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ctx.moveTo(history.position.x, history.position.y - off);
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ctx.ellipse(history.position.x, history.position.y - off, mag, mag * 0.5, history.angle, 0, 2 * Math.PI)
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}
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ctx.fill();
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//fire
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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for (let i = 1; i < len; i++) {
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const history = m.history[(m.cycle - i * spacing) % 600]
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const off = history.yOff - 24.2859
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b.pulse(1.4 * this.charge, history.angle, { x: history.position.x, y: history.position.y - off })
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}
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this.charge = 0;
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}
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this.charge = 0;
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}
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}
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};
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};
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} else {
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this.do = () => {
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
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ctx.fill();
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//fire
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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if (tech.beamSplitter) {
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const divergence = m.crouch ? 0.2 : 0.5
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const angle = m.angle - tech.beamSplitter * divergence / 2
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for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
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} else {
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b.pulse(1.75 * this.charge, m.angle)
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}
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this.charge = 0;
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}
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}
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};
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}
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} else if (tech.beamSplitter) {
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this.fire = this.fireSplit
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} else if (tech.historyLaser) {
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@@ -4532,13 +4563,9 @@ const b = {
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b.laser();
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}
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},
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// laser(where = {
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// x: m.pos.x + 20 * Math.cos(m.angle),
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// y: m.pos.y + 20 * Math.sin(m.angle)
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// }, whereEnd = {
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// x: where.x + 3000 * Math.cos(m.angle),
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// y: where.y + 3000 * Math.sin(m.angle)
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// }, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
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firePulse() {
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},
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fireSplit() {
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if (m.energy < tech.laserFieldDrain) {
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m.fireCDcycle = m.cycle + 100; // cool down if out of energy
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