surfactant
tech: surfactant - remove foam gun, get 3 foam bots, upgrade all bots to foam you can now have a chance to see gun removing tech even when that gun isn't active n-gon title draws in 1/2 the time I'm getting flagged by google search that my loading page takes a long time to full render, so this might remove the flag the site is very fast to load, but I think google is getting confused by the title animation bug fixes
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25
js/bullet.js
25
js/bullet.js
@@ -1216,7 +1216,7 @@ const b = {
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this.endCycle = 0;
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if (m.cycle + 25 * b.fireCDscale < m.fireCDcycle) m.fireCDcycle = m.cycle + 35 * b.fireCDscale //lower cd to 25 if it is above 25
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//recoil on catching
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const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), this.mass * (input.down ? 0.0001 : 0.0002))
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const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.00015 : 0.0003))
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player.force.x += momentum.x
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player.force.y += momentum.y
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// refund ammo
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@@ -5498,29 +5498,6 @@ const b = {
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ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
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ctx.fillStyle = "rgba(255,0,0,0.03)";
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ctx.fill();
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// this.semiMinor = this.semiMinor * 0.95 + (1 - Math.min(0.5, this.speed * 0.02)) * 0.05
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// this.auraRadius = this.auraRadius * 0.95 + this.speed * 10 * 0.05
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// let where = Vector.add(Vector.mult(this.velocity, -1), this.position)
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// const angle = Math.atan2(this.velocity.y, this.velocity.x)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius * 0.25, this.auraRadius * 0.15 * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,100,0,0.75)";
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// ctx.fill();
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// where = Vector.add(Vector.mult(this.velocity, -2), where)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius * 0.5, this.auraRadius * 0.5 * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,50,0,0.35)";
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// ctx.fill();
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// where = Vector.add(Vector.mult(this.velocity, -2), where)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius * 0.75, this.auraRadius * 0.7 * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,0,0,0.15)";
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// ctx.fill();
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// where = Vector.add(Vector.mult(this.velocity, -2), where)
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// ctx.beginPath();
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// ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, angle, 0, 2 * Math.PI)
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// ctx.fillStyle = "rgba(255,0,0,0.03)";
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// ctx.fill();
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//damage mobs in a circle based on this.semiMinor radius
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if (this.auraRadius > 200) {
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for (let i = 0, len = mob.length; i < len; ++i) {
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