seePlayerByHistory
blinkBoss - teleports after you, drops grenades after each teleport sneaker (the stealthy black pentagons) - decloaks slower, moves slower, is smaller, has more health some mobs can now sense you by "smelling" where you were they check for a clear line of sight with your last 10 seconds of history snakeBoss, blinkBoss, sneaker extra bosses no longer spawn on final level beating the final boss clears mobs that spawn after a mob dies, like powerUpBoss phonon and isotropic radiator range reduced about 10%
This commit is contained in:
26
js/bullet.js
26
js/bullet.js
@@ -3205,7 +3205,7 @@ const b = {
|
||||
range: (700 + 400 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
|
||||
drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
|
||||
drain: (0.56 - 0.42 * tech.isLaserBotUpgrade) * tech.laserFieldDrain * tech.isLaserDiode,
|
||||
laserDamage: 0.6 + 0.43 * tech.isLaserBotUpgrade,
|
||||
laserDamage: 0.7 + 0.5 * tech.isLaserBotUpgrade,
|
||||
endCycle: Infinity,
|
||||
classType: "bullet",
|
||||
collisionFilter: {
|
||||
@@ -3916,21 +3916,21 @@ const b = {
|
||||
}
|
||||
}
|
||||
} else if (tech.isWormShot) {
|
||||
const unit = {
|
||||
x: Math.cos(m.angle),
|
||||
y: Math.sin(m.angle)
|
||||
}
|
||||
const where = {
|
||||
x: m.pos.x + 35 * unit.x,
|
||||
y: m.pos.y + 35 * unit.y
|
||||
x: m.pos.x + 35 * Math.cos(m.angle),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle)
|
||||
}
|
||||
for (let i = 0, len = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random(); i < len; i++) {
|
||||
const spread = (m.crouch ? 0.04 : 0.08)
|
||||
const number = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random()
|
||||
let angle = m.angle - (number - 1) * spread * 0.5
|
||||
for (let i = 0; i < number; i++) {
|
||||
b.worm(where)
|
||||
const SPEED = 14 + 6 * Math.random() + 20 * m.crouch;
|
||||
const SPEED = (16 + 20 * m.crouch) * (1 + 0.15 * Math.random())
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], {
|
||||
x: SPEED * unit.x,
|
||||
y: SPEED * unit.y
|
||||
x: SPEED * Math.cos(angle),
|
||||
y: SPEED * Math.sin(angle)
|
||||
});
|
||||
angle += spread
|
||||
}
|
||||
} else if (tech.isIceShot) {
|
||||
const spread = (m.crouch ? 0.7 : 1.2)
|
||||
@@ -4131,7 +4131,7 @@ const b = {
|
||||
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
|
||||
ctx.lineWidth = 2 * tech.wavePacketDamage
|
||||
ctx.beginPath();
|
||||
const end = 750 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
|
||||
const end = 700 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
|
||||
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
|
||||
|
||||
for (let i = this.waves.length - 1; i > -1; i--) {
|
||||
@@ -4213,7 +4213,7 @@ const b = {
|
||||
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
|
||||
ctx.lineWidth = 2 * tech.wavePacketDamage
|
||||
ctx.beginPath();
|
||||
const end = 1250 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
|
||||
const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
|
||||
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
|
||||
|
||||
for (let i = this.waves.length - 1; i > -1; i--) {
|
||||
|
||||
Reference in New Issue
Block a user