new lore chapters
ghoster mobs are faster teatherBoss spawns some seekerBullets on death added 2 more lore chapters 7 total bug fixes updated requirements text
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10
js/bullet.js
10
js/bullet.js
@@ -5910,7 +5910,7 @@ const b = {
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mob[j].damage(damage / Math.sqrt(mob[j].radius));
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}
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if (tech.isPhononWave && this.phononWaveCD < m.cycle) {
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this.phononWaveCD = m.cycle + 10 * (1 + this.waves[i].resonanceCount)
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this.phononWaveCD = m.cycle + 8 * (1 + this.waves[i].resonanceCount)
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this.waves.push({
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position: mob[j].position,
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radius: 25,
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@@ -5949,7 +5949,7 @@ const b = {
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}
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this.waves[i].radius += 0.9 * tech.waveBeamSpeed * this.waves[i].expanding //expand / move
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// if (this.waves[i].radius > end) this.waves.splice(i, 1) //end
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if (this.waves[i].radius > end - 50 * this.waves[i].resonanceCount) { //* Math.pow(0.9, this.waves[i].resonanceCount)
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if (this.waves[i].radius > end - 30 * this.waves[i].resonanceCount) { //* Math.pow(0.9, this.waves[i].resonanceCount)
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this.waves[i].expanding = -1
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this.waves[i].reflection--
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if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
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@@ -6007,10 +6007,10 @@ const b = {
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// if (tech.isPhononWave && (!who.alive || this.waves.length < 30 + 30 * Math.random()) && m.fireCDcycle < m.cycle) { //
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if (tech.isPhononWave && this.phononWaveCD < m.cycle) {
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this.phononWaveCD = m.cycle + 10 * (1 + this.waves[i].resonanceCount)
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this.phononWaveCD = m.cycle + 8 * (1 + this.waves[i].resonanceCount)
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const halfArc = 0.27 //6.28 is a full circle, but these arcs needs to stay small because we are using small angle linear approximation, for collisions
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let closestMob, dist
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let range = end - 50 * this.waves[i].resonanceCount
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let range = end - 30 * this.waves[i].resonanceCount
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for (let i = 0, len = mob.length; i < len; i++) {
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if (who !== mob[i] && !mob[i].isBadTarget && !mob[i].isInvulnerable) {
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dist = Vector.magnitude(Vector.sub(who.position, mob[i].position));
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@@ -6066,7 +6066,7 @@ const b = {
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// ctx.stroke(); //draw vibes
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this.waves[i].radius += tech.waveBeamSpeed * 1.8 * this.waves[i].expanding //expand / move
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if (this.waves[i].radius > end - 50 * this.waves[i].resonanceCount) {
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if (this.waves[i].radius > end - 30 * this.waves[i].resonanceCount) {
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this.waves[i].expanding = -1
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this.waves[i].reflection--
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if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
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