brainstorming
powerUpBoss no longer gets invulnerability after death but powerUpBossBaby still has it tech: brainstorming - randomize your tech choice menu every 2s for 10s JUNK tech: brainstorm - randomize your tech choice menu every 0.5s for 10s
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44
js/spawn.js
44
js/spawn.js
@@ -1269,7 +1269,7 @@ const spawn = {
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me.isBoss = true;
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me.frictionAir = 0.01
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me.seeAtDistance2 = 1000000;
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me.accelMag = 0.0005 * simulation.accelScale;
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me.accelMag = 0.0002 + 0.0004 * simulation.accelScale;
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Matter.Body.setDensity(me, 0.00035); //normal is 0.001
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me.collisionFilter.mask = cat.bullet | cat.player //| cat.body
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me.memory = Infinity;
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@@ -1284,11 +1284,11 @@ const spawn = {
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me.foundPlayer();
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}
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me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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me.isInvulnerable = true
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me.startingDamageReduction = me.damageReduction
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me.damageReduction = 0
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me.invulnerabilityCountDown = 60 + simulation.difficulty * 2
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me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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// me.isInvulnerable = true
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// me.startingDamageReduction = me.damageReduction
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// me.damageReduction = 0
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// me.invulnerabilityCountDown = 60 + simulation.difficulty * 2
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me.onHit = function() { //run this function on hitting player
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if (powerUps.ejectTech()) {
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@@ -1310,22 +1310,22 @@ const spawn = {
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for (let i = 0; i < powerUp.length; i++) powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
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};
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me.do = function() {
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if (this.isInvulnerable) {
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if (this.invulnerabilityCountDown > 0) {
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this.invulnerabilityCountDown--
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ctx.beginPath();
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let vertices = this.vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.lineWidth = 20;
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ctx.strokeStyle = "rgba(255,255,255,0.7)";
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ctx.stroke();
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} else {
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this.isInvulnerable = false
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this.damageReduction = this.startingDamageReduction
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}
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}
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// if (this.isInvulnerable) {
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// if (this.invulnerabilityCountDown > 0) {
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// this.invulnerabilityCountDown--
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// ctx.beginPath();
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// let vertices = this.vertices;
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// ctx.moveTo(vertices[0].x, vertices[0].y);
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// for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
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// ctx.lineTo(vertices[0].x, vertices[0].y);
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// ctx.lineWidth = 20;
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// ctx.strokeStyle = "rgba(255,255,255,0.7)";
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// ctx.stroke();
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// } else {
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// this.isInvulnerable = false
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// this.damageReduction = this.startingDamageReduction
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// }
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// }
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this.stroke = `hsl(0,0%,${80 + 25 * Math.sin(simulation.cycle * 0.01)}%)`
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//steal all power ups
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for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
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