n_gon level
NEW COMMUNITY LEVEL n_gon by Oranger experimenting with some code the automatically positions blocks into the center of buttons let me know if anything acts oddly as a result small adjustments to maps around buttons around platforms some bug fixes
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14
js/bullet.js
14
js/bullet.js
@@ -3557,13 +3557,13 @@ const b = {
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name: "super balls",
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description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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ammo: 0,
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ammoPack: 12,
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ammoPack: 13,
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have: false,
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num: 5,
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// num: 5,
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do() {},
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fire() {
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const SPEED = m.crouch ? 43 : 32
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 25 : 18) * b.fireCD); // cool down
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCD); // cool down
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if (tech.oneSuperBall) {
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let dir = m.angle
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const me = bullet.length;
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@@ -3574,7 +3574,7 @@ const b = {
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y: SPEED * Math.sin(dir)
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});
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// Matter.Body.setDensity(bullet[me], 0.0001);
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bullet[me].endCycle = simulation.cycle + Math.floor(300 + 60 * Math.random());
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bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 1;
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bullet[me].friction = 0;
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@@ -3584,7 +3584,7 @@ const b = {
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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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if (tech.isIncendiary) {
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b.explosion(this.position, this.mass * 250); //makes bullet do explosive damage at end
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b.explosion(this.position, this.mass * 265); //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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@@ -3601,7 +3601,7 @@ const b = {
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y: SPEED * Math.sin(dir)
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});
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// Matter.Body.setDensity(bullet[me], 0.0001);
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bullet[me].endCycle = simulation.cycle + Math.floor((300 + 60 * Math.random()) * tech.isBulletsLastLonger);
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bullet[me].endCycle = simulation.cycle + Math.floor((300 + 90 * Math.random()) * tech.isBulletsLastLonger);
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 0.99;
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bullet[me].friction = 0;
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@@ -3610,7 +3610,7 @@ const b = {
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};
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bullet[me].beforeDmg = function() {
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if (tech.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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b.explosion(this.position, this.mass * 330 + 60 * 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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