double jump
tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off buckling: 100%->50% chance to spawn a power up from any block that kills a mob no longer requires the block to be thrown mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now added a few more blocks to towers level deprecated: 1.05->1.07 damage per removed tech laserLayerBoss has 33% less health and has fewer lasers at higher difficulties bugfix disabled spawnDelay stopping on damage because it had too many negative tech interactions metastability + paradigm shift no longer makes all ejected tech explode
This commit is contained in:
18
js/spawn.js
18
js/spawn.js
@@ -1427,7 +1427,7 @@ const spawn = {
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seeAtDistance2 = 1400000;
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me.cellMassMax = 70
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body | cat.map
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body// | cat.map
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Matter.Body.setDensity(me, 0.0001 + 0.00002 * simulation.difficulty) // normal density is 0.001
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me.damageReduction = 0.17
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@@ -1755,7 +1755,7 @@ const spawn = {
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me.seeAtDistance2 = 1000000;
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me.accelMag = 0.0002 + 0.0004 * simulation.accelScale;
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Matter.Body.setDensity(me, 0.0003); //normal is 0.001
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me.collisionFilter.mask = cat.bullet | cat.player //| cat.body
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me.collisionFilter.mask = cat.bullet | cat.player | cat.body
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me.memory = Infinity;
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me.seePlayerFreq = 30
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me.lockedOn = null;
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@@ -2314,7 +2314,7 @@ const spawn = {
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me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
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me.accelMag = 0.00012 * simulation.accelScale;
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me.frictionAir = 0.025;
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body
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me.memory = Infinity;
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Matter.Body.setDensity(me, 0.015); //extra dense //normal is 0.001 //makes effective life much larger
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me.do = function () {
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@@ -4263,7 +4263,7 @@ const spawn = {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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};
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Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
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me.damageReduction = 0.25
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me.damageReduction = 0.33
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me.startingDamageReduction = me.damageReduction
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me.isInvulnerable = false
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me.nextHealthThreshold = 0.75
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@@ -4279,7 +4279,7 @@ const spawn = {
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}
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};
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me.lasers = [] //keeps track of static laser beams
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me.laserLimit = 2 + (simulation.difficultyMode < 3 ? 1 : 2)
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me.laserLimit = 2 + (simulation.difficultyMode > 2) + (simulation.difficultyMode > 4)
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me.fireDelay = Math.max(75, 140 - simulation.difficulty * 0.5)
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me.cycle = 0
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me.laserDelay = 210
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@@ -5910,7 +5910,7 @@ const spawn = {
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me.alpha = 1; //used in drawGhost
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me.isNotCloaked = false; //used in drawGhost
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me.isBadTarget = true;
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me.collisionFilter.mask = cat.bullet //| cat.body
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me.collisionFilter.mask = cat.bullet | cat.body
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me.showHealthBar = false;
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me.memory = 900;
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me.delay = 60
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@@ -5961,7 +5961,7 @@ const spawn = {
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if (!this.isNotCloaked) {
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this.isNotCloaked = true;
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this.isBadTarget = false;
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this.collisionFilter.mask = cat.player | cat.bullet
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this.collisionFilter.mask = cat.player | cat.bullet | cat.body
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}
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}
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//draw body
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@@ -5976,7 +5976,7 @@ const spawn = {
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} else if (this.isNotCloaked) {
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this.isNotCloaked = false;
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this.isBadTarget = true;
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this.collisionFilter.mask = cat.bullet; //can't touch player or walls
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this.collisionFilter.mask = cat.bullet | cat.body; //can't touch player or walls
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}
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};
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},
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@@ -7392,7 +7392,7 @@ const spawn = {
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snakeBody(x, y, radius = 10) {
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mobs.spawn(x, y, 8, radius, "rgba(0,180,180,0.4)");
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let me = mob[mob.length - 1];
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me.collisionFilter.mask = cat.bullet | cat.player //| cat.mob //| cat.body
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me.collisionFilter.mask = cat.bullet | cat.player | cat.body //| cat.mob
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me.damageReduction = 0.028
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Matter.Body.setDensity(me, 0.0001); //normal is 0.001
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