diff --git a/js/bullets.js b/js/bullets.js index 94220e5..d5d6fe6 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -1516,22 +1516,22 @@ const b = { name: "wave beam", //4 description: "emit a sine wave of oscillating particles
particles propagate through walls", ammo: 0, - ammoPack: 35, + ammoPack: 40, have: false, isStarterGun: true, fire() { const me = bullet.length; const dir = mech.angle - const SCALE = (mech.crouch ? 0.967 : 0.955) + 0.03 * Math.min(1, 0.5 * (b.isModBulletsLastLonger - 1)) - const wiggleMag = ((mech.crouch) ? 0.004 : 0.005) * ((mech.flipLegs === 1) ? 1 : -1) - bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 10, 10 * b.modBulletSize, { + const SCALE = 0.955 + 0.03 * Math.min(1, 0.5 * (b.isModBulletsLastLonger - 1)) + const wiggleMag = ((mech.crouch) ? 0.01 : 0.024) * ((mech.flipLegs === 1) ? 1 : -1) + bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 10, 13 * b.modBulletSize, { angle: dir, cycle: -0.43, //adjust this number until the bullets line up with the cross hairs - endCycle: game.cycle + Math.floor((mech.crouch ? 170 : 130) * b.isModBulletsLastLonger), + endCycle: game.cycle + Math.floor(130 * b.isModBulletsLastLonger), inertia: Infinity, frictionAir: 0, minDmgSpeed: 0, - dmg: 0.4, //damage done in addition to the damage from momentum + dmg: 0.6, //damage done in addition to the damage from momentum classType: "bullet", collisionFilter: { category: cat.bullet, @@ -1542,7 +1542,7 @@ const b = { do() { if (!mech.isBodiesAsleep) { this.cycle++ - const THRUST = wiggleMag * Math.cos(this.cycle * 0.3) + const THRUST = wiggleMag * Math.cos(this.cycle * 0.35) this.force = Vector.mult(Vector.normalise(this.direction), this.mass * THRUST) //wiggle if (this.cycle > 0 && !(Math.floor(this.cycle) % 6)) Matter.Body.scale(this, SCALE, SCALE); //shrink @@ -1550,19 +1550,13 @@ const b = { } }); World.add(engine.world, bullet[me]); //add bullet to world - mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 8 : 4) * b.modFireRate); // cool down - const SPEED = 8.5; + mech.fireCDcycle = mech.cycle + Math.floor(4 * b.modFireRate); // cool down + const SPEED = 8; Matter.Body.setVelocity(bullet[me], { x: SPEED * Math.cos(dir), y: SPEED * Math.sin(dir) }); bullet[me].direction = Vector.perp(bullet[me].velocity) - // if (mech.angle + Math.PI / 2 > 0) { - // bullet[me].direction = Vector.perp(bullet[me].velocity, true) - // } else { - // bullet[me].direction = Vector.perp(bullet[me].velocity) - // } - } }, { diff --git a/js/level.js b/js/level.js index cf53d8c..a876ab0 100644 --- a/js/level.js +++ b/js/level.js @@ -14,7 +14,7 @@ const level = { start() { if (level.levelsCleared === 0) { // level.difficultyIncrease(5) - b.giveGuns("wave beam") + // b.giveGuns("wave beam") // mech.setField("phase decoherence field") // b.giveMod("mass-energy equivalence");