pilot wave adjustments
pilot is back to it's previous speed, and spawning at mouse pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy pilot wave tech lost: time crystals, Lorentz transformation, annihilation gained: degenerate matter - 60% harm reduction while field is active tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force this lets you hold larger blocks and flick them much faster
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30
js/player.js
30
js/player.js
@@ -522,7 +522,7 @@ const m = {
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if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.019, 0.60)
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if (tech.isSlowFPS) dmg *= 0.8
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// if (tech.isPiezo) dmg *= 0.85
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if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.5
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if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.4
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if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
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if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
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if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.34
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@@ -657,7 +657,7 @@ const m = {
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}
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if (tech.isEnergyHealth) {
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m.energy -= dmg;
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m.energy -= dmg * 1.1;
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if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
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if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
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tech.isDeathAvoidedThisLevel = true
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@@ -1827,7 +1827,7 @@ const m = {
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},
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{
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name: "time dilation field",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>mobs still do <strong class='color-harm'>harm</strong> while time is stopped",
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effect: () => {
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// m.fieldMeterColor = "#000"
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m.fieldFire = true;
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@@ -2205,7 +2205,7 @@ const m = {
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// },
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{
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name: "pilot wave",
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description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br>allows <strong class='color-m'>tech</strong> that normally require other <strong class='color-f'>fields</strong>",
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description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br><strong class='color-f'>energy</strong> drain scales with block <strong>mass</strong>",
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effect: () => {
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m.fieldPhase = 0;
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m.fieldPosition = {
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@@ -2238,14 +2238,14 @@ const m = {
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if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location
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m.fieldOn = true;
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m.fieldPosition = { //smooth the mouse position, set to starting at player
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x: m.pos.x,
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y: m.pos.y
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}
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// m.fieldPosition = { //smooth the mouse position
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// x: simulation.mouseInGame.x,
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// y: simulation.mouseInGame.y
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// m.fieldPosition = { //smooth the mouse position, set to starting at player
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// x: m.pos.x,
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// y: m.pos.y
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// }
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m.fieldPosition = { //smooth the mouse position, set to mouse's current location
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x: simulation.mouseInGame.x,
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y: simulation.mouseInGame.y
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}
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m.lastFieldPosition = { //used to find velocity of field changes
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x: m.fieldPosition.x,
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y: m.fieldPosition.y
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@@ -2255,7 +2255,7 @@ const m = {
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x: m.fieldPosition.x,
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y: m.fieldPosition.y
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}
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const smooth = isInMap ? 0.985 : 0.97;
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const smooth = isInMap ? 0.985 : 0.96;
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m.fieldPosition = { //smooth the mouse position
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x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth),
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y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth),
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@@ -2293,7 +2293,7 @@ const m = {
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//find mouse velocity
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const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition)
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const speed = Vector.magnitude(diff)
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const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 45)) //limit velocity
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const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 40)) //limit velocity
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let radius, radiusSmooth
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if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field
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radius = 0
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@@ -2306,7 +2306,7 @@ const m = {
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for (let i = 0, len = body.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
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const DRAIN = speed * body[i].mass * 0.000013
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const DRAIN = speed * body[i].mass * 0.00001 * (1 + m.energy * m.energy) //drain more energy when you have more energy
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if (m.energy > DRAIN) {
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m.energy -= DRAIN;
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Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
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@@ -2314,7 +2314,7 @@ const m = {
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// body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects
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//blocks drift towards center of pilot wave
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const sub = Vector.sub(m.fieldPosition, body[i].position)
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const unit = Vector.mult(Vector.normalise(sub), 0.00005 * Vector.magnitude(sub))
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const unit = Vector.mult(Vector.normalise(sub), body[i].mass * tech.pilotForce * Vector.magnitude(sub))
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body[i].force.x += unit.x
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body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects
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} else {
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