subway stations
subway 2 new subway stations more visible button graphics on subway new constraints no health bars no pause while choosing tech: coherence - past choices are added to all future tech requires decoherence research and cancel buttons have a sticky scroll positioning eternalism: you can't pause while choosing, but you can otherwise pause now 1.25->1.3 damage bugs MIRV missiles now interact with time dilation properly
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27
js/bullet.js
27
js/bullet.js
@@ -6723,10 +6723,7 @@ const b = {
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// }
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// } else {
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m.fireCDcycle = m.cycle + tech.missileFireCD * b.fireCDscale / countReduction; // cool down
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const direction = {
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x: Math.cos(m.angle),
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y: Math.sin(m.angle)
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}
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const direction = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
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// const where = {
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// x: m.pos.x + 30 * direction.x,
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// y: m.pos.y + 30 * direction.y
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@@ -6752,23 +6749,17 @@ const b = {
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let count = 0
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const fireMissile = () => {
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if (m.crouch) {
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b.missile({
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x: m.pos.x + 30 * direction.x,
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y: m.pos.y + 30 * direction.y
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}, m.angle, 20, sqrtCountReduction)
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b.missile({ x: m.pos.x + 30 * direction.x, y: m.pos.y + 30 * direction.y }, m.angle, 20, sqrtCountReduction)
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bullet[bullet.length - 1].force.x += 0.5 * push.x * (Math.random() - 0.5)
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bullet[bullet.length - 1].force.y += 0.004 + 0.5 * push.y * (Math.random() - 0.5)
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} else {
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b.missile({
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x: m.pos.x + 30 * direction.x,
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y: m.pos.y + 30 * direction.y
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}, m.angle, -15, sqrtCountReduction)
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b.missile({ x: m.pos.x + 30 * direction.x, y: m.pos.y + 30 * direction.y }, m.angle, -15, sqrtCountReduction)
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bullet[bullet.length - 1].force.x += push.x * (Math.random() - 0.5)
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bullet[bullet.length - 1].force.y += 0.005 + push.y * (Math.random() - 0.5)
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}
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}
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const cycle = () => {
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if ((simulation.paused || m.isBodiesAsleep) && m.alive) {
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if ((simulation.paused) && m.alive) {
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requestAnimationFrame(cycle)
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} else {
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count++
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@@ -6781,15 +6772,9 @@ const b = {
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requestAnimationFrame(cycle);
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} else {
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if (m.crouch) {
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b.missile({
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x: m.pos.x + 40 * direction.x,
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y: m.pos.y + 40 * direction.y
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}, m.angle, 25)
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b.missile({ x: m.pos.x + 40 * direction.x, y: m.pos.y + 40 * direction.y }, m.angle, 25)
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} else {
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b.missile({
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x: m.pos.x + 40 * direction.x,
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y: m.pos.y + 40 * direction.y
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}, m.angle, -12)
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b.missile({ x: m.pos.x + 40 * direction.x, y: m.pos.y + 40 * direction.y }, m.angle, -12)
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bullet[bullet.length - 1].force.y += 0.04 * (Math.random() - 0.2)
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}
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}
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