corridor
new level corridor
new level element fizzler - it removes blocks
interferometer has wider platforms, a few helpful blocks, and fewer mobs
level constraints are announced in console
foam gun no longer pushes the player back when firing
wave gun buffs
1.2x base damage
1.1x base ammo
0.1->0.13x speed in map
0.25->0.30x speed in blocks
tech: phase velocity 1.4->1.5x damage
pigeonhole principle gives 1.3->1.4 damage per gun
you can no longer switch guns, your gun cycles each level
quenching 0.4->0.5x overheal converts into max health
tungsten carbide no longer has reduced coyote cycles
control theory 1.5->2x damage at max health
stability 0.3->0.2 damage taken at max health
overcharge +88->100 max energy, 4->5% JUNK
zoospore vector 10->13% chance for spores on mob death
replication 15->10% JUNK
interest 6->5% of your power ups spawn each level
updated "about" details menu
moved classic n-gon to here from settings
added links to community content in "about"
Are there more links I should add?
added an n-gon SVG head image
bugs
fixed outline on splash screen doesn't sync right on safari browser
fixed possible lock out on training levels: "hold", "throw", "throwAt"
from losing block behind a door
shortcut sort buttons in experiment mode properly order tech without clicking sort
fixed/increased the horizontal velocity contribution for some guns
this makes bullets shot on moving platforms more realistic
nail gun, super balls, foam, harpoon
This commit is contained in:
29
js/mob.js
29
js/mob.js
@@ -41,23 +41,15 @@ const mobs = {
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ctx.fillRect(x, y, w, h);
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ctx.fillStyle = "rgba(255,0,0,0.7)";
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ctx.fillRect(x, y, w * mob[i].health, h);
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// if (mob[i].isInvulnerable) {
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// ctx.strokeStyle = "rgba(255,255,255,1)";
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// ctx.lineWidth = 5
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// ctx.strokeRect(x, y, w, h);
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// }
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}
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}
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},
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healthBar() {
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].seePlayer.recall && mob[i].showHealthBar) {
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const h = mob[i].radius * 0.3;
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const w = mob[i].radius * 2;
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const x = mob[i].position.x - w / 2;
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const y = mob[i].position.y - w * 0.7;
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ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
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ctx.fillRect(x, y, w, h);
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ctx.fillStyle = "rgba(255,0,0,0.7)";
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ctx.fillRect(x, y, w * mob[i].health, h);
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}
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}
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},
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healthBar() { },
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statusSlow(who, cycles = 60) {
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applySlow(who)
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//look for mobs near the target
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@@ -1384,7 +1376,7 @@ const mobs = {
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//replace dead mob with a regular body
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replace(i) {
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//if there are too many bodies don't turn into blocks to help performance
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if (this.leaveBody && body.length < mobs.maxMobBody && this.mass < 200 && this.radius > 18) {
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if (this.leaveBody && body.length < mobs.maxMobBody && this.mass < 200 && this.mass > 2 && this.radius > 18) {
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let v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
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if (v.length > 5 && body.length < 35 && Math.random() < 0.25) {
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const cutPoint = 3 + Math.floor((v.length - 6) * Math.random()) //Math.floor(v.length / 2)
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@@ -1397,6 +1389,8 @@ const mobs = {
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body[len].collisionFilter.category = cat.body;
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body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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body[len].classType = "body";
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body[len].frictionAir = 0.001
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body[len].friction = 0.05
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Composite.add(engine.world, body[len]); //add to world
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const len2 = body.length;
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@@ -1406,6 +1400,8 @@ const mobs = {
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body[len2].collisionFilter.category = cat.body;
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body[len2].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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body[len2].classType = "body";
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body[len2].frictionAir = 0.001
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body[len2].friction = 0.05
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Composite.add(engine.world, body[len2]); //add to world
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//large mobs shrink so they don't block paths
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@@ -1429,8 +1425,9 @@ const mobs = {
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body[len].collisionFilter.category = cat.body;
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body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
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body[len].classType = "body";
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body[len].frictionAir = 0.001
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body[len].friction = 0.05
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Composite.add(engine.world, body[len]); //add to world
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//large mobs shrink so they don't block paths
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if (body[len].mass > 9) {
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const massLimit = 7 + 4 * Math.random()
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