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");