planetesimals broadcast
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched tech gun turret gives 55% -> 60% harm reduction also I fixed a bug where it was giving 45% not 55% old tech inductive coupling is renamed: permittivity permittivity gives 3 -> 4 max energy per unused power up 1st ionization energy gives 6 -> 7 max energy per heal tech expansion - no longer costs energy to expand standing wave field JUNK tech planetesimals now can spawn tech in n-gon or kill the player in n-gon
This commit is contained in:
13
js/bullet.js
13
js/bullet.js
@@ -1115,7 +1115,7 @@ const b = {
|
||||
const cycles = 80
|
||||
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
|
||||
const g = input.down ? 0.137 : 0.135
|
||||
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
|
||||
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
||||
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
|
||||
ctx.lineWidth = 2
|
||||
ctx.beginPath()
|
||||
@@ -1138,7 +1138,7 @@ const b = {
|
||||
if (gunIndex) b.guns[gunIndex].do = function() {
|
||||
const cycles = Math.floor(input.down ? 50 : 30) //30
|
||||
const speed = input.down ? 44 : 35
|
||||
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
|
||||
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
||||
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
|
||||
ctx.lineWidth = 2
|
||||
ctx.beginPath()
|
||||
@@ -1153,7 +1153,7 @@ const b = {
|
||||
if (gunIndex) b.guns[gunIndex].do = function() {
|
||||
const cycles = Math.floor(input.down ? 120 : 80) //30
|
||||
const speed = input.down ? 43 : 32
|
||||
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
|
||||
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
|
||||
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
|
||||
ctx.lineWidth = 2
|
||||
ctx.beginPath()
|
||||
@@ -3457,10 +3457,13 @@ const b = {
|
||||
this.lastLookCycle = simulation.cycle + (this.isUpgraded ? 21 : 110)
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
||||
if (dist < 3000000 && //1400*1400
|
||||
if (
|
||||
!mob[i].isBadTarget &&
|
||||
dist < 3000000 &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
|
||||
!mob[i].isShielded) {
|
||||
!mob[i].isShielded
|
||||
) {
|
||||
const SPEED = 35
|
||||
const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
|
||||
b.nail(this.position, Vector.mult(unit, SPEED))
|
||||
|
||||
Reference in New Issue
Block a user