launcher rework; wave, minigun balance
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26
js/bullet.js
26
js/bullet.js
@@ -798,7 +798,6 @@ const b = {
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const SCALE = 1.06
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Matter.Body.scale(this, SCALE, SCALE);
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this.radius *= SCALE;
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console.log(this.radius)
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} else {
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//shrink
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const SCALE = 1 - 0.005 / mod.isBulletsLastLonger
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@@ -1164,28 +1163,20 @@ const b = {
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isEasyToAim: false,
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fire() {
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const me = bullet.length;
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const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.1);
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bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * mod.bulletSize, 6 * mod.bulletSize, b.fireAttributes(dir));
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b.fireProps(mech.crouch ? 8 : 4, mech.crouch ? 52 : 38, dir, me); //cd , speed
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const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.01 : 0.1);
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bullet[me] = Bodies.rectangle(mech.pos.x + 23 * Math.cos(mech.angle), mech.pos.y + 23 * Math.sin(mech.angle), 20 * mod.bulletSize, 6 * mod.bulletSize, b.fireAttributes(dir));
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b.fireProps(mech.crouch ? 7 : 4, mech.crouch ? 40 : 34, dir, me); //cd , speed
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bullet[me].endCycle = game.cycle + 70;
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bullet[me].dmg = 0.07;
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bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
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bullet[me].dmg = 0.25;
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bullet[me].frictionAir = mech.crouch ? 0.001 : 0.003;
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if (mod.isIceCrystals && mech.energy > 0.01) {
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mech.energy -= mech.fieldRegen + 0.007
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mech.energy -= mech.fieldRegen + 0.005
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bullet[me].onDmg = function (who) {
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mobs.statusSlow(who, 30)
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};
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//ice muzzleFlash
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ctx.fillStyle = "rgb(0,100,255)";
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ctx.beginPath();
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ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 15, 0, 2 * Math.PI);
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ctx.fill();
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} else {
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b.muzzleFlash(15);
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}
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bullet[me].do = function () {
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this.force.y += this.mass * 0.0005;
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this.force.y += this.mass * 0.0003;
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};
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}
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},
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@@ -1425,7 +1416,7 @@ const b = {
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for (let i = 0; i < q.length; i++) {
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slowCheck = 0.3;
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Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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let dmg = b.dmgScale * 0.43 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.6) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
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let dmg = b.dmgScale * 0.37 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.6) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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@@ -1443,7 +1434,6 @@ const b = {
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), SPEED * slowCheck));
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}
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}
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this.cycle++
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35) * ((i % 2) ? -1 : 1))
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Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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