diff --git a/js/bullets.js b/js/bullets.js index addcd83..34daa37 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -1551,7 +1551,7 @@ const b = { x: this.position.x, y: this.position.y, radius: Math.log(2 * dmg + 1.1) * 40, - color: game.playerDmgColor, + color: 'rgba(0,0,0,0.4)', time: game.drawTime }); } @@ -1560,7 +1560,7 @@ const b = { }); World.add(engine.world, bullet[me]); //add bullet to world mech.fireCDcycle = mech.cycle + Math.floor(3 * b.modFireRate); // cool down - const wiggleMag = bullet[me].mass * ((mech.crouch) ? 0.01 : 0.03) * ((mech.flipLegs === 1) ? 1 : -1) + const wiggleMag = bullet[me].mass * ((mech.crouch) ? 0.01 : 0.02) * ((mech.flipLegs === 1) ? 1 : -1) const SPEED = 8; Matter.Body.setVelocity(bullet[me], { x: SPEED * Math.cos(dir), diff --git a/js/level.js b/js/level.js index a876ab0..cf53d8c 100644 --- a/js/level.js +++ b/js/level.js @@ -14,7 +14,7 @@ const level = { start() { if (level.levelsCleared === 0) { // level.difficultyIncrease(5) - // b.giveGuns("wave beam") + b.giveGuns("wave beam") // mech.setField("phase decoherence field") // b.giveMod("mass-energy equivalence"); diff --git a/js/mobs.js b/js/mobs.js index cb492e4..8666de4 100644 --- a/js/mobs.js +++ b/js/mobs.js @@ -946,7 +946,7 @@ const mobs = { this.health -= dmg //this.fill = this.color + this.health + ')'; this.onDamage(dmg); //custom damage effects - if (this.health < 0.05) this.death(); + if (this.health < 0.05 && this.alive) this.death(); } }, onDamage() {