engine mods
added more requirements to various mods CPT reversal is more flexible with energy 1.5-5 seconds of rewind drains 66% - 220% energy mod: exothermic process - renamed acute stress response mod: heat engine - reduce max energy by 50 increase damage by 40% mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
This commit is contained in:
10
js/spawn.js
10
js/spawn.js
@@ -94,7 +94,7 @@ const spawn = {
|
||||
me.frictionAir = 0.01;
|
||||
me.memory = Infinity;
|
||||
me.locatePlayer();
|
||||
const density = 0.9
|
||||
const density = 0.85
|
||||
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
// spawn.shield(me, x, y, 1);
|
||||
me.onDeath = function() {
|
||||
@@ -179,15 +179,17 @@ const spawn = {
|
||||
if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
|
||||
//fire a bullet from each vertex
|
||||
let whoSpawn = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
|
||||
for (let i = 0, len = this.vertices.length; i < len; i++) {
|
||||
|
||||
const step = (this.health > 0.75) ? 2 : 1
|
||||
for (let i = 0, len = this.vertices.length; i < len; i += step) {
|
||||
spawn[whoSpawn](this.vertices[i].x, this.vertices[i].y);
|
||||
//give the bullet a rotational velocity as if they were attached to a vertex
|
||||
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -18)
|
||||
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -18) //give the mob a rotational velocity as if they were attached to a vertex
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: this.velocity.x + velocity.x,
|
||||
y: this.velocity.y + velocity.y
|
||||
});
|
||||
}
|
||||
|
||||
if (game.difficulty > 60) {
|
||||
spawn.randomLevelBoss(3000, -1100)
|
||||
if (game.difficulty > 100) {
|
||||
|
||||
Reference in New Issue
Block a user