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
This commit is contained in:
landgreen
2021-05-28 20:30:43 -07:00
parent 8ab86fea09
commit dc81f05947
6 changed files with 500 additions and 47 deletions

View File

@@ -3557,13 +3557,13 @@ const b = {
name: "super balls",
description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 12,
ammoPack: 13,
have: false,
num: 5,
// num: 5,
do() {},
fire() {
const SPEED = m.crouch ? 43 : 32
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 25 : 18) * b.fireCD); // cool down
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCD); // cool down
if (tech.oneSuperBall) {
let dir = m.angle
const me = bullet.length;
@@ -3574,7 +3574,7 @@ const b = {
y: SPEED * Math.sin(dir)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = simulation.cycle + Math.floor(300 + 60 * Math.random());
bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 1;
bullet[me].friction = 0;
@@ -3584,7 +3584,7 @@ const b = {
bullet[me].beforeDmg = function(who) {
mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 250); //makes bullet do explosive damage at end
b.explosion(this.position, this.mass * 265); //makes bullet do explosive damage at end
this.endCycle = 0
}
};
@@ -3601,7 +3601,7 @@ const b = {
y: SPEED * Math.sin(dir)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = simulation.cycle + Math.floor((300 + 60 * Math.random()) * tech.isBulletsLastLonger);
bullet[me].endCycle = simulation.cycle + Math.floor((300 + 90 * Math.random()) * tech.isBulletsLastLonger);
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 0.99;
bullet[me].friction = 0;
@@ -3610,7 +3610,7 @@ const b = {
};
bullet[me].beforeDmg = function() {
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 330 + 40 * Math.random()); //makes bullet do explosive damage at end
b.explosion(this.position, this.mass * 330 + 60 * Math.random()); //makes bullet do explosive damage at end
this.endCycle = 0
}
};