incendiary ammunition
bug fix- spider boss moves at full speed again (watch out) bots that uses energy, stop when you hit 50% energy if you have mass-energy mod you get a warning before you overwrite your current gun due to integrated armament gun - flak is removed mod: incendiary ammunition - bullets explode shotgun, nail gun, drones, super balls
This commit is contained in:
19
js/bullet.js
19
js/bullet.js
@@ -604,7 +604,6 @@ const b = {
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const that = this
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const that = this
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setTimeout(function() {
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setTimeout(function() {
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if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
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if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
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// console.log(that)
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that.endCycle = 0 // if not touching map explode
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that.endCycle = 0 // if not touching map explode
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that.isArmed = false
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that.isArmed = false
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b.mine(that.position, that.velocity, that.angle)
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b.mine(that.position, that.velocity, that.angle)
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@@ -929,8 +928,9 @@ const b = {
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isImproved: false,
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isImproved: false,
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beforeDmg(who) {
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beforeDmg(who) {
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if (mod.isIncendiary) {
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if (mod.isIncendiary) {
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b.explosion(this.position, 120 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
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const max = Math.min(this.endCycle - game.cycle, 1500)
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this.endCycle = 0
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b.explosion(this.position, max * 0.08 + this.isImproved * 100 + 60 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle -= max
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} else {
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} else {
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//move away from target after hitting
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//move away from target after hitting
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
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@@ -938,7 +938,6 @@ const b = {
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x: unit.x,
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x: unit.x,
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y: unit.y
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y: unit.y
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});
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});
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this.lockedOn = null
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this.lockedOn = null
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if (this.endCycle > game.cycle + this.deathCycles) {
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if (this.endCycle > game.cycle + this.deathCycles) {
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this.endCycle -= 60
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this.endCycle -= 60
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@@ -2072,10 +2071,14 @@ const b = {
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bullet[me].restitution = 1;
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bullet[me].restitution = 1;
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bullet[me].friction = 0;
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bullet[me].friction = 0;
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bullet[me].do = function() {
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001;
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this.force.y += this.mass * 0.0012;
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};
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};
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bullet[me].beforeDmg = function(who) {
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bullet[me].beforeDmg = function(who) {
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mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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if (mod.isIncendiary) {
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b.explosion(this.position, this.mass * 250); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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};
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} else {
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} else {
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b.muzzleFlash(20);
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b.muzzleFlash(20);
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@@ -2097,6 +2100,12 @@ const b = {
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bullet[me].do = function() {
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001;
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this.force.y += this.mass * 0.001;
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};
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};
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bullet[me].beforeDmg = function() {
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if (mod.isIncendiary) {
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b.explosion(this.position, this.mass * 330 + 40 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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dir += SPREAD;
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dir += SPREAD;
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}
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}
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}
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}
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@@ -17,12 +17,13 @@ const level = {
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// game.zoomScale = 1000;
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// game.zoomScale = 1000;
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// game.setZoom();
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// game.setZoom();
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// mech.setField("wormhole")
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// mech.setField("wormhole")
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// b.giveGuns("drones")
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// b.giveGuns("super balls")
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// mod.giveMod("incendiary ammunition")
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// mod.giveMod("incendiary ammunition")
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// mod.giveMod("super ball")
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// level.intro(); //starting level
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level.intro(); //starting level
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level.testing(); //not in rotation
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// level.testing(); //not in rotation
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// level.finalBoss() //final boss level
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// level.finalBoss() //final boss level
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// level.gauntlet(); //before final boss level
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// level.gauntlet(); //before final boss level
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// level.testChamber() //less mobs, more puzzle
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// level.testChamber() //less mobs, more puzzle
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14
js/mods.js
14
js/mods.js
@@ -1576,7 +1576,7 @@ const mod = {
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//**************************************************
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//**************************************************
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{
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{
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name: "incendiary ammunition",
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name: "incendiary ammunition",
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description: "your <strong>bullets</strong> <strong class='color-e'>explode</strong> after a short time<br>(nail gun, shotgun, super balls, drones)",
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description: "<strong>bullets</strong> are loaded with <strong class='color-e'>explosives</strong><br><span style = 'font-size: 90%'>nail gun, shotgun, super balls, drones</span>",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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@@ -1592,7 +1592,7 @@ const mod = {
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},
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},
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{
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{
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name: "Lorentzian topology",
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name: "Lorentzian topology",
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description: "your <strong>bullets</strong> last <strong>33% longer</strong><br><span style = 'font-size: 85%'>drones, spores, super balls, foam, wave, ice IX, neutron</span>",
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description: "<strong>bullets</strong> last <strong>33% longer</strong><br><span style = 'font-size: 85%'>drones, spores, super balls, foam, wave, ice IX, neutron</span>",
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maxCount: 3,
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maxCount: 3,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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@@ -1775,7 +1775,7 @@ const mod = {
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},
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},
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{
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{
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name: "super duper",
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name: "super duper",
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description: "fire <strong>2</strong> additional <strong>super balls</strong>",
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description: "fire <strong>1</strong> additional <strong>super ball</strong>",
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maxCount: 9,
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maxCount: 9,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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@@ -1783,7 +1783,7 @@ const mod = {
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},
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},
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requires: "super balls, but not the mod super ball",
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requires: "super balls, but not the mod super ball",
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effect() {
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effect() {
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mod.superBallNumber += 2
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mod.superBallNumber++
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},
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},
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remove() {
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remove() {
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mod.superBallNumber = 4;
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mod.superBallNumber = 4;
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@@ -1791,7 +1791,7 @@ const mod = {
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},
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},
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{
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{
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name: "super ball",
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name: "super ball",
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description: "fire one <strong>large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>3</strong> second",
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description: "fire just <strong>1 large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>3</strong> second",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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@@ -1807,7 +1807,7 @@ const mod = {
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},
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},
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{
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{
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name: "super sized",
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name: "super sized",
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description: `your <strong>super balls</strong> are <strong>22%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
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description: `your <strong>super balls</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
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count: 0,
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count: 0,
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maxCount: 9,
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maxCount: 9,
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allowed() {
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allowed() {
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@@ -1815,7 +1815,7 @@ const mod = {
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},
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},
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requires: "super balls",
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requires: "super balls",
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effect() {
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effect() {
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mod.bulletSize += 0.2
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mod.bulletSize += 0.15
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},
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},
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remove() {
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remove() {
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mod.bulletSize = 1;
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mod.bulletSize = 1;
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12
todo.txt
12
todo.txt
@@ -1,16 +1,12 @@
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*********** NEXT PATCH ***********
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*********** NEXT PATCH ***********
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bug - spider boss move at full speed again (watch out)
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bug fix- spider boss moves at full speed again (watch out)
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bots that uses energy stop when you hit 50% energy if you have mass-energy mod
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bots that uses energy, stop when you hit 50% energy if you have mass-energy mod
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you get a warning before you overwrite your current gun due to integrated armament
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you get a warning before you overwrite your current gun due to integrated armament
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gun - flak is removed
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gun - flak is removed
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mod: High-explosive incendiary, or incendiary rounds
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mod: incendiary ammunition - bullets explode
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shotgun: several large explosions
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shotgun, nail gun, drones, super balls
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nail gun: rapid fire explosions
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drones: drones explode on impact
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super balls: explode on contact
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************** BUGS **************
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************** BUGS **************
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