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Actions
Possible creature's actions are:
none - do nothing. No params needed (if no need to show message).
Doesn't cost energy.
move - move in specified direction, in radians:
* { do: actions.move, params: { angle: 1.5 } }
Movement costs energy.
turn - turns a creature to the specified direction:
* { do: actions.turn, params: { angle: 2.3 } }
Doesn't cost energy.
rotate - rotate cw or ccw:
* { do: actions.rotate, params: { clockwise: true } }
Doesn't cost energy.
shoot - shoot. No params needed (if no need to show message).
* { do: actions.shoot }
Shoot cost energy.
jump - jump in specified direction, in radians:
* { do: actions.jump, params: { angle: 1.5 } }
Jump costs energy.
eat - eat a bullet. No params needed (if no need to show message):
* { do: actions.eat }
Costs a lot of energy.
spell - make some street magic:
* { do: actions.spell }
Costs a lot of energy.
You can add message
parameter to params
field of the action structure. The message will be immediately displayed for 3 seconds near the creature. Each message can contain up to 2 lines of 20 chars in each. You can use \n
char to break lines.
Special actions (spells) are available from the second level and are individual for each creature:
The rhino pulls to himself all the bullets from the map. The force of attraction is inversely proportional to the distance of the bullet to the creature, so the bullets will not damage it.
The energy required for the spell is available in the magnetEnergyCost
const.
Activation does not require additional parameters: { do: actions.spell }
.
The bear has telekinetic abilities. At any time it can move other creatures and objects. The action of telekinesis does not apply to bullets (well, try to move the bullet yourself thought).
The energy required for the movement is available in the telekinesisEnergyCost
const. Its value is always higher than moveEnergyCost
, therefore it is not profitable to move yourself, although it is possible.
Usage of telekinesis requires additional parameters target
и angle
. The object of the creature or the object is transmitted in target
, the impact angle in radians is transmitted in angle
.
E.g. { do: actions.spell, params: { target: obj, angle: a } }
.
The moose can become invisible for a while. The creature is displayed on the map, but the enemies do not see it.
The energy required for the disappearance is available in the invisibleEnergyCost
const.
Activation does not require additional parameters: { do: actions.spell }
.
The bull can become invulnerable: it catches bullets regardless of their speed, if he can take them, and repels without harming himself if a collar is full.
The energy required for this street magic is available in the invulnerableEnergyCost
const.
Activation does not require additional parameters: `{ do: actions.spell }.
The green slug shoots poisoned bullets during the activation of superpower. Such bullets have a green color, but when they hit the enemy, in addition to causing direct damage, they also poison the creature.
Poisoning is activated only in the event of damage from the shot, lying green bullets you can take without damage to yourself. Indicators of a poisoned creature are highlighted in green on the map.
Each game cycle all poisoned creatures lose a bit of life. Poisoning works for a while, at the same time it can not kill the creature. Eating bullets heals from poisoning.
The energy required for the spell is available in the poisonerEnergyCost
const.
Activation does not require additional parameters: { do: actions.spell }
.
The brown slug shoots rubber bullets during the activation of superpower. They cause the same damage as ordinary bullets, however, they bounce off the objects well and lose their speed slowly.
Such bullets can cause damage not only to many creatures simultaneously, but to yourself, so be careful. Bullets are orange-red color.
The energy required for the spell is available in the guttaperchaEnergyCost
const.
Activation does not require additional parameters: { do: actions.spell }
.
The yellow slug can suck the life out of the enemy. And one bullet. To activate, you must be near the target: at a distance of less than or equal to vampireDistance
.
Vampirism takes the half of the enemy's lives and one bullet. Both life and bullet are transmitted to the vampire, if it is possible.
The energy required for the activation is available in the vampireEnergyCost
const.
Activation requires additional parameter target
, containing the target creature.
E.g. { do: actions.spell, params: { target: obj } }
.
The blue slug shoots freezing bullets during the activation of superpower. Such bullets have a blue color and when they hit the enemy, in addition to causing direct damage, they also freeze the creature.
Freezing is activated only in the event of damage from the shot, lying green bullets you can take without the risk of being frozen. The indicators of the frozen creature are highlighted in blue on the map. Frozen creature can not take any actions for a while.
The energy required for the activation is available in the subzeroEnergyCostconst
.
Activation does not require additional parameters: { do: actions.spell }
.