jump off mobs
you can now jump off mobs while invulnerable includes time dilated pause display text updated with details menus difficulty parameters 0.82->0.84x damage done per level 1.25->1.23x damage taken per level tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken mass-energy equivalence no longer costs 2 research long power up spawns, like from interest or supply chain: will pause new spawns until total power ups are below 300 to reduce lag stop spawning if you take damage bug fixes
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@@ -35,10 +35,10 @@ function playerOnGroundCheck(event) {
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//sets a hard land where player stays in a crouch for a bit and can't jump
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//crouch is forced in groundControl below
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const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
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if (momentum > tech.hardLanding) {
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if (momentum > m.hardLanding) {
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m.doCrouch();
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m.yOff = m.yOffWhen.jump;
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m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
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m.hardLandCD = m.cycle + m.hardLandCDScale * Math.min(momentum / 6.5 - 6, 40)
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//falling damage
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if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
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m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
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@@ -56,10 +56,10 @@ function playerOnGroundCheck(event) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
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} else if (pair.bodyB === jumpSensor) {
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m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
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}
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}
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m.numTouching = 0;
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