mass drop bug
drones last 2.5s longer
pulse uses more energy %
This commit is contained in:
lilgreenland
2020-01-06 13:56:49 -08:00
parent cd4d75acdc
commit ea328a764b
2 changed files with 8 additions and 10 deletions

View File

@@ -726,7 +726,7 @@ const b = {
restitution: 1, restitution: 1,
dmg: 0.13, //damage done in addition to the damage from momentum dmg: 0.13, //damage done in addition to the damage from momentum
lookFrequency: 83 + Math.floor(41 * Math.random()), lookFrequency: 83 + Math.floor(41 * Math.random()),
endCycle: game.cycle + Math.floor((1080 + 360 * Math.random()) * b.isModBulletsLastLonger), endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {
category: cat.bullet, category: cat.bullet,
@@ -1712,7 +1712,7 @@ const b = {
name: "drones", //12 name: "drones", //12
description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second", description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
ammo: 0, ammo: 0,
ammoPack: 8, ammoPack: 9,
have: false, have: false,
isStarterGun: true, isStarterGun: true,
fire() { fire() {
@@ -2446,9 +2446,9 @@ const b = {
} }
//use energy to explode //use energy to explode
const energy = 0.25 * Math.min(mech.fieldMeter, 1.5) const energy = 0.3 * Math.min(mech.fieldMeter, 1.75)
mech.fieldMeter -= energy mech.fieldMeter -= energy
if (best.who) b.explosion(path[1], 1200 * energy) if (best.who) b.explosion(path[1], 950 * energy)
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
//draw laser beam //draw laser beam

View File

@@ -696,12 +696,10 @@ const mech = {
if (mech.isHolding) { if (mech.isHolding) {
mech.isHolding = false; mech.isHolding = false;
mech.throwCharge = 0; mech.throwCharge = 0;
if (mech.holdingTarget) {
mech.definePlayerMass() mech.definePlayerMass()
mech.holdingTarget = null;
mech.holdingTarget.collisionFilter.category = cat.body; mech.holdingTarget.collisionFilter.category = cat.body;
mech.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet mech.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
mech.holdingTarget = null;
}
} }
}, },
definePlayerMass(mass = mech.defaultMass) { definePlayerMass(mass = mech.defaultMass) {