orbs
orbs replaces some power up text descriptions player damage taken is increased by 1% finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss 5% laser damage increase 15% mine fire rate reduction ctx.clip() is back for metamaterial cloaking field it wasn't the source of the lag, firefox is just slow on my work computer tech: buckling was disallowed, but I fixed it so you can get the tech again
This commit is contained in:
10
js/spawn.js
10
js/spawn.js
@@ -409,7 +409,7 @@ const spawn = {
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// });
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this.modeDo(); //this does different things based on the mode
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this.checkStatus();
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this.cycle++; //switch modes÷
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if (!m.isBodiesAsleep) this.cycle++; //switch modes÷ if time isn't paused
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this.totalCycles++;
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// if (!m.isBodiesAsleep) {
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if (this.health > 0.25) {
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@@ -481,9 +481,11 @@ const spawn = {
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y: this.velocity.y + velocity.y
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});
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}
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const len = (this.totalCycles / 400 + simulation.difficulty / 2 - 30) / 15
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for (let i = 0; i < len; i++) {
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spawn.randomLevelBoss(3000 * (simulation.isHorizontalFlipped ? -1 : 1) + 2000 * (Math.random() - 0.5), -1100 + 200 * (Math.random() - 0.5))
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if (!(this.cycle % 2 * this.spawnInterval) && !m.isBodiesAsleep && mob.length < 40) {
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const len = (this.totalCycles / 600 + simulation.difficulty / 2 - 30) / 15
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for (let i = 0; i < len; i++) {
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spawn.randomLevelBoss(3000 * (simulation.isHorizontalFlipped ? -1 : 1) + 2000 * (Math.random() - 0.5), -1100 + 200 * (Math.random() - 0.5))
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}
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}
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}
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}
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