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:
25
js/level.js
25
js/level.js
@@ -16,7 +16,6 @@ const level = {
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// simulation.isHorizontalFlipped = true
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// m.setField("wormhole")
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// b.giveGuns("shotgun")
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// b.giveGuns("foam")
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// tech.isNeedleShot = true
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// tech.isIceShot = true
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// tech.isFoamShot = true
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@@ -2264,15 +2263,21 @@ const level = {
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spawn.mapRect(6400, -200, 400, 300); //right wall
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.starter(1900, -500, 200) //big boy
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//place to hide
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spawn.mapRect(4650, -300, 1150, 50);
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spawn.mapRect(5750, -300, 50, 200);
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spawn.mapRect(5575, -100, 50, 125);
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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// spawn.starter(1900, -500, 200) //big boy
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// spawn.growBossCulture(1900, -500)
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// spawn.blinkBoss(1900, -500)
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// spawn.snakeBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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// spawn.grenadierBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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spawn.sneaker(1900, -500)
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.focuser(1600, -500)
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@@ -2327,6 +2332,8 @@ const level = {
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ctx.fillRect(5400, -550, 300, 350)
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};
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spawn.powerUpBoss(0, 0)
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spawn.powerUpBoss(0, 0)
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level.setPosToSpawn(0, -250); //normal spawn
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spawn.mapRect(5500, -330 + 20, 100, 20); //spawn this because the real exit is in the wrong spot
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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@@ -2364,7 +2371,7 @@ const level = {
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spawn.mapRect(5700, -3300, 1800, 5100); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.mapRect(5425, -650, 375, 450); //blocking exit
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spawn.secondaryBossChance(4800, -500)
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// spawn.secondaryBossChance(4800, -500) //no bonus bosses on final level
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if (simulation.isHorizontalFlipped) { //flip the map horizontally
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level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
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@@ -3229,7 +3236,7 @@ const level = {
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spawn.randomGroup(1600, -100, 0);
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spawn.randomGroup(5000, -3900, -0.3);
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if (simulation.difficulty > 3) {
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if (Math.random() < 0.2) {
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if (Math.random() < 0.25) {
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spawn.randomLevelBoss(2800, -1400);
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} else if (Math.random() < 0.25) {
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spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random());
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@@ -3606,7 +3613,7 @@ const level = {
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spawn.randomMob(3975, -3900, 0.5);
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spawn.randomMob(1725, 125, 0.5);
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if (simulation.difficulty > 3) {
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if (Math.random() < 0.25) {
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if (Math.random() < 0.33) {
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spawn.randomLevelBoss(4250, -250);
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spawn.debris(-250, 50, 1650, 2); //16 debris per level
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spawn.debris(2475, 0, 750, 2); //16 debris per level
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@@ -4349,7 +4356,7 @@ const level = {
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spawn.randomSmallMob(-900, 825);
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if (simulation.difficulty > 3) {
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if (Math.random() < 0.25) {
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if (Math.random() < 0.33) {
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spawn.randomLevelBoss(-800, -1300)
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} else {
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spawn.snakeBoss(-1000 + Math.random() * 2500, -1300); //boss snake with head
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