grappling hook
tech grappling hook - can attack to walls and pull you towards the walls harpoon extends farther as you hold down fire, but no longer has auto-steering mobs do 4% less harm per difficulty level railgun/harpoon auto-targeting is smarter at long distances with multiple small targets but it still has trouble with moving targets booby trap only has a 100 -> 50% chance to drop a mine when picking up power ups added fallback for browsers that don't allow local storage
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@@ -4399,7 +4399,7 @@ const spawn = {
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this.fire();
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};
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},
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shooterBoss(x, y, radius = 110) {
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shooterBoss(x, y, radius = 110, isSpawnBossPowerUp = true) {
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mobs.spawn(x, y, 3, radius, "rgb(255,70,180)");
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let me = mob[mob.length - 1];
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setTimeout(() => { //fix mob in place, but allow rotation
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@@ -4440,7 +4440,7 @@ const spawn = {
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}, 100); //have to wait a sec so the tether constraint doesn't attach to an orbital
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Matter.Body.setDensity(me, 0.008 + 0.0003 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
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};
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@@ -4746,7 +4746,7 @@ const spawn = {
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}
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};
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},
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launcherBoss(x, y, radius = 90) {
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launcherBoss(x, y, radius = 90, isSpawnBossPowerUp = true) {
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mobs.spawn(x, y, 6, radius, "rgb(150,150,255)");
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let me = mob[mob.length - 1];
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me.isBoss = true;
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@@ -4763,7 +4763,7 @@ const spawn = {
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Matter.Body.setDensity(me, 0.0022 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
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};
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me.onDamage = function() {};
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