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