replace slugs with rail gun, rebalanced flechettes, added falling dmg, new mod: fast movement, added mouse icons
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10
js/spawn.js
10
js/spawn.js
@@ -457,7 +457,7 @@ const spawn = {
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this.healthBar();
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//when player is inside event horizon
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if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
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if (!b.AoEImmunity) {
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if (!b.isModAoEImmunity) {
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mech.damage(0.00015 * game.dmgScale);
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
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}
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@@ -548,7 +548,7 @@ const spawn = {
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ctx.fill();
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//when player is inside event horizon
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if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
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if (!b.AoEImmunity) {
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if (!b.isModAoEImmunity) {
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mech.damage(0.00015 * game.dmgScale);
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
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}
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@@ -680,14 +680,14 @@ const spawn = {
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this.laser();
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};
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},
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striker(x, y, radius = 15 + Math.ceil(Math.random() * 25)) {
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striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
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mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
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let me = mob[mob.length - 1];
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me.accelMag = 0.0004 * game.accelScale;
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me.accelMag = 0.0003 * game.accelScale;
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me.g = 0.0002; //required if using 'gravity'
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me.frictionStatic = 0;
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me.friction = 0;
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me.delay = 90;
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me.delay = 100;
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Matter.Body.rotate(me, Math.PI * 0.1);
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me.onDamage = function () {
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this.cd = game.cycle + this.delay;
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