diff --git a/js/level.js b/js/level.js index 061f594..ee814d0 100644 --- a/js/level.js +++ b/js/level.js @@ -15,7 +15,7 @@ const level = { document.title = "n-gon"; this.intro(); //starting level // b.giveGuns(0) // set a starting gun for testing - mech.fieldUpgrades[6]() //give a field power up for testing + mech.fieldUpgrades[4]() //give a field power up for testing // game.levelsCleared = 3; //for testing to simulate possible mobs spawns // this.bosses(); // this.testingMap(); diff --git a/js/player.js b/js/player.js index 846b144..1a50dd2 100644 --- a/js/player.js +++ b/js/player.js @@ -710,7 +710,7 @@ const mech = { // push all mobs in range for (let i = 0, len = mob.length; i < len; ++i) { if (this.lookingAt(mob[i]) && Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) { - const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.015) + const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.012) if (this.fieldMeter > fieldBlockCost) { this.fieldMeter -= fieldBlockCost; if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage); @@ -718,7 +718,7 @@ const mech = { this.drawHold(mob[i]); //mob and player knock back const angle = Math.atan2(player.position.y - mob[i].position.y, player.position.x - mob[i].position.x); - const mass = Math.min(Math.sqrt(mob[i].mass), 6); + const mass = Math.min(Math.sqrt(mob[i].mass), 4); // console.log(mob[i].mass, Math.sqrt(mob[i].mass), mass) Matter.Body.setVelocity(mob[i], { x: player.velocity.x - (15 * Math.cos(angle)) / mass, @@ -985,12 +985,12 @@ const mech = { mech.fieldMode = 4; game.makeTextLog("Zero-Point Energy Field
(left mouse or space bar)

improved energy regeneration
field emitter surrounds player

", 1000); mech.setHoldDefaults(); - mech.fieldRegen = 0.01; //0.0015 + mech.fieldRegen = 0.02; //0.0015 mech.fieldArc = 1; //field covers full 360 degrees mech.calculateFieldThreshold(); mech.hold = function () { - mech.grabRange = 200 + 35 * Math.sin(game.cycle / 20) + mech.grabRange = 250 + 35 * Math.sin(game.cycle / 20) if (mech.isHolding) { mech.drawHold(mech.holdingTarget);