buffBoss
buffBoss: group of mobs that buff their group after they die this boss maybe unbalanced in some situations, let me know (get them all low on health before you start killing them) complex spin-statistics gives 1.5/7 harm immunity (was 1/7) also tech frequency was halved tech fermions is now on by default: thrown blocks can collide with intangible mobs pilot wave uses 5% more energy for balance
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25
js/level.js
25
js/level.js
@@ -12,9 +12,9 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(30)
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// level.difficultyIncrease(60) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("perfect diamagnetism")
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// m.setField("wormhole")
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// b.giveGuns("spores")
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// tech.giveTech("CPT reversal")
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// tech.giveTech("causality bombs")
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@@ -640,10 +640,10 @@ const level = {
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this.isUp = true;
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} else {
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if (this.isUp === true) {
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const list = Matter.Query.region(body, this)
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const list = Matter.Query.region(body, this) //are any blocks colliding with this
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if (list.length > 0) {
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if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) {
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Matter.Body.setPosition(list[0], {
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if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) { //not too big of a block
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Matter.Body.setPosition(list[0], { //teleport block to the center of the button
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x: this.min.x + width / 2,
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y: list[0].position.y
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})
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@@ -2195,7 +2195,9 @@ const level = {
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spawn.mapRect(475, -25, 25, 50); //edge shelf
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},
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testing() {
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// const button = level.button(200, -700)
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const button = level.button(1000, 0)
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spawn.bodyRect(1000, -50, 50, 50);
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// const toggle = level.toggle(200, -700)
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level.custom = () => {
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// button.draw();
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@@ -2206,7 +2208,8 @@ const level = {
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level.enter.draw();
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};
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level.customTopLayer = () => {
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// toggle.query();
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button.query();
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button.draw();
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};
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level.setPosToSpawn(0, -450); //normal spawn
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@@ -2253,8 +2256,8 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500)
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// spawn.starter(1900, -500, 200) //big boy
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spawn.buffBossCulture(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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@@ -2268,7 +2271,7 @@ const level = {
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// spawn.bomberBoss(1400, -500)
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// spawn.hopBoss(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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// spawn.grenadier(1200, -500)
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@@ -7056,7 +7059,7 @@ const level = {
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spawn.randomGroup(2000, -5700, 0.6);
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powerUps.addResearchToLevel() //needs to run after mobs are spawned
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let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss"];
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let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss", "buffBossCulture"];
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let abc = Math.random();
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if (simulation.difficulty > 3) {
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if (abc < 0.6) {
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