ideal gas law

ideal gas law - lose all your current foam ammo;  foam gun gets 1200% more ammo from ammo power ups
pressure vessel - has 25% more charges produced as you hold

slashBoss is a bit slower and has a bit longer between slashes
reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number
  just a tiny nerf though

bug fixes
This commit is contained in:
landgreen
2022-05-21 10:43:57 -07:00
parent 6e1e256a1f
commit 25037cac0d
7 changed files with 103 additions and 79 deletions

View File

@@ -3556,8 +3556,8 @@ const spawn = {
let me = mob[mob.length - 1];
me.isBoss = true;
me.inertia = Infinity; //no rotation
me.burstFireFreq = 18 + Math.floor(14 * simulation.CDScale)
me.burstTotalPhases = 3 + Math.floor(2 / simulation.CDScale)
me.burstFireFreq = 22 + Math.floor(15 * simulation.CDScale)
me.burstTotalPhases = 3.5 + Math.floor(1.5 / simulation.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0;
@@ -3605,8 +3605,8 @@ const spawn = {
if (this.speed < 0.01) {
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), 0.1));
} else {
if (Math.abs(this.velocity.y) < 13) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
if (Math.abs(this.velocity.x) < 10) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
if (Math.abs(this.velocity.y) < 12) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
if (Math.abs(this.velocity.x) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
}
}
me.burstFire = function() {
@@ -3640,8 +3640,8 @@ const spawn = {
if (this.phaseCycle > -1) {
Matter.Body.rotate(this, 0.02)
for (let i = 0, len = this.vertices.length; i < len; i++) { //fire a bullet from each vertex
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 8, 4);
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -20)
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 6, 4);
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -17)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: velocity.x,
y: velocity.y
@@ -3929,9 +3929,9 @@ const spawn = {
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
me.frictionAir = 0.02
me.seeAtDistance2 = 1000000;
me.accelMag = 0.001 + 0.0003 * simulation.accelScale;
me.accelMag = 0.0004 + 0.00015 * simulation.accelScale;
Matter.Body.setDensity(me, 0.0005); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
@@ -3939,7 +3939,7 @@ const spawn = {
me.lockedOn = null;
me.torqueMagnitude = 0.00024 * me.inertia * (Math.random() > 0.5 ? -1 : 1);
me.delay = 60 + 60 * simulation.CDScale;
me.delay = 70 + 70 * simulation.CDScale;
me.cd = 0;
me.swordRadius = 0;
me.swordVertex = 1