explosions balance, added pulse gun, harmonic field balance

This commit is contained in:
landgreen
2019-12-21 10:01:38 -08:00
parent a3fa842d53
commit f48cd896f2
5 changed files with 718 additions and 508 deletions

View File

@@ -268,12 +268,7 @@ const mobs = {
ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
// ctx.lineDashOffset = 6*(game.cycle % 215);
if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
//if (Math.random()>0.2 && this.seePlayer.yes && this.distanceToPlayer2()<800000) {
if (b.isModTempResist) {
mech.damage(0.00006 * game.dmgScale);
} else {
mech.damage(0.0003 * game.dmgScale);
}
mech.damage(0.0003 * game.dmgScale);
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.004
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
@@ -361,12 +356,7 @@ const mobs = {
if (!mech.isStealth) vertexCollision(this.position, look, [player]);
// hitting player
if (best.who === player) {
if (b.isModTempResist) {
dmg = 0.0004 * game.dmgScale;
} else {
dmg = 0.002 * game.dmgScale;
}
dmg = 0.002 * game.dmgScale;
mech.damage(dmg);
//draw damage
ctx.fillStyle = color;
@@ -915,8 +905,8 @@ const mobs = {
const angle = Math.atan2(unitVector.y, unitVector.x);
Matter.Body.setAngle(this, angle - Math.PI);
},
explode() {
mech.damage(Math.min(Math.max(0.02 * Math.sqrt(this.mass), 0.01), 0.35) * game.dmgScale);
explode(mass = this.mass) {
mech.damage(Math.min(Math.max(0.02 * Math.sqrt(mass), 0.01), 0.35) * game.dmgScale);
this.dropPowerUp = false;
this.death(); //death with no power up or body
},