pilot wave damage fix, block colliison rewrite
This commit is contained in:
25
js/spawn.js
25
js/spawn.js
@@ -8,7 +8,7 @@ const spawn = {
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"striker", "striker",
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"laser", "laser",
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"exploder", "exploder",
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"spiker", "spiker",
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"stabber", "stabber",
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"spinner",
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"grower",
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"springer",
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@@ -19,7 +19,7 @@ const spawn = {
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"ghoster",
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"sneaker",
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],
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allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "spiker"],
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allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "stabber"],
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setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
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//each level has 2 mobs: one new mob and one from the last level
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spawn.pickList.splice(0, 1);
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@@ -936,15 +936,12 @@ const spawn = {
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ctx.lineTo(best.x, best.y);
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}
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},
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spiker(x, y, radius = 25 + Math.ceil(Math.random() * 15)) {
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mobs.spawn(x, y, 10, radius, "rgb(220,50,205)");
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stabber(x, y, radius = 25 + Math.ceil(Math.random() * 15)) {
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mobs.spawn(x, y, 4, radius, "rgb(220,50,205)"); //can't have sides above 6 or collision events don't work (probably because of a convex problem)
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let me = mob[mob.length - 1];
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me.accelMag = 0.0005 * game.accelScale;
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me.accelMag = 0.0006 * game.accelScale;
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// me.g = 0.0002; //required if using 'gravity'
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me.frictionStatic = 0;
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me.friction = 0;
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me.delay = 360 * game.CDScale;
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me.cd = Infinity;
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me.spikeVertex = 0;
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me.spikeLength = 0;
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me.isSpikeGrowing = false;
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@@ -958,14 +955,6 @@ const spawn = {
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this.checkStatus();
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this.attraction();
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const setNoseShape = () => {
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const sub = Vector.sub(this.vertices[this.spikeVertex], this.position)
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const spike = Vector.mult(Vector.normalise(sub), this.radius * this.spikeLength)
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this.vertices[this.spikeVertex].x = this.position.x + spike.x
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this.vertices[this.spikeVertex].y = this.position.y + spike.y
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};
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if (this.isSpikeReset) {
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if (this.seePlayer.recall) {
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const dist = Vector.sub(this.seePlayer.position, this.position);
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@@ -1002,7 +991,9 @@ const spawn = {
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this.isSpikeReset = true
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}
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}
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setNoseShape();
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const spike = Vector.mult(Vector.normalise(Vector.sub(this.vertices[this.spikeVertex], this.position)), this.radius * this.spikeLength)
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this.vertices[this.spikeVertex].x = this.position.x + spike.x
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this.vertices[this.spikeVertex].y = this.position.y + spike.y
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}
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};
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},
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