aerostat
tech: aerostat - +88% damage off the ground, but -22% damage on the ground negative mass field required tetherBoss now has beetle babies, and immunity skins have a unique orb for their description card and some new images cloaking field has a new graphic for sneak attack on the cross hairs new community map yingYang by Richard0820 bug fixes
This commit is contained in:
37
js/mob.js
37
js/mob.js
@@ -820,25 +820,25 @@ const mobs = {
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}
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},
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repelBullets() {
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if (this.seePlayer.yes) {
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ctx.lineWidth = "8";
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ctx.strokeStyle = this.fill;
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ctx.beginPath();
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for (let i = 0, len = bullet.length; i < len; ++i) {
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const dx = bullet[i].position.x - this.position.x;
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const dy = bullet[i].position.y - this.position.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist < 500) {
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(bullet[i].position.x, bullet[i].position.y);
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const angle = Math.atan2(dy, dx);
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const mag = (1500 * bullet[i].mass * simulation.g) / dist;
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bullet[i].force.x += mag * Math.cos(angle);
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bullet[i].force.y += mag * Math.sin(angle);
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}
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// if (this.seePlayer.yes) {
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// ctx.lineWidth = "8";
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// ctx.strokeStyle = this.fill;
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// ctx.beginPath();
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for (let i = 0, len = bullet.length; i < len; ++i) {
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const dx = bullet[i].position.x - this.position.x;
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const dy = bullet[i].position.y - this.position.y;
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const dist = Math.max(300, Math.sqrt(dx * dx + dy * dy))
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if (dist < 700) {
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(bullet[i].position.x, bullet[i].position.y);
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const angle = Math.atan2(dy, dx);
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const mag = (500 * bullet[i].mass * simulation.g) / dist;
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bullet[i].force.x += mag * Math.cos(angle);
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bullet[i].force.y += mag * Math.sin(angle);
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}
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ctx.stroke();
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}
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// ctx.stroke();
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// }
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},
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attraction() {
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//accelerate towards the player
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@@ -1279,6 +1279,9 @@ const mobs = {
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powerUps.spawn(this.position.x - 20, this.position.y, "ammo", false)
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powerUps.spawn(this.position.x, this.position.y + 20, "research", false)
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powerUps.spawn(this.position.x, this.position.y - 20, "heal", false)
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powerUps.spawn(this.position.x - 40, this.position.y, "ammo", false)
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powerUps.spawn(this.position.x, this.position.y + 40, "research", false)
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powerUps.spawn(this.position.x, this.position.y - 40, "heal", false)
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} else {
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const amount = 0.005
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if (tech.isEnergyHealth) {
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