wormhole
mods ejected from Bayesian statistics can't duplicate the power up boss moves faster, has less health, it will eject one of your mods after a collision and two health power ups mod ammonium nitrate: increase explosion damage and area by 25% also other explosion mods have been rebalanced (damage buffed, but self damage is also higher) field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in mobs don't do much in worm hole yet, but that is coming with future mods
This commit is contained in:
65
js/spawn.js
65
js/spawn.js
@@ -231,13 +231,13 @@ const spawn = {
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mobs.spawn(x, y, vertices, radius, "transparent");
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.frictionAir = 0.025
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me.frictionAir = 0.01
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me.seeAtDistance2 = 9000000;
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me.accelMag = 0.0005 * game.accelScale;
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Matter.Body.setDensity(me, 0.002); //normal is 0.001
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me.accelMag = 0.00062 * game.accelScale;
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Matter.Body.setDensity(me, 0.001); //normal is 0.001
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me.collisionFilter.mask = cat.bullet | cat.player
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me.memory = Infinity;
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me.seePlayerFreq = 85 + Math.floor(10 * Math.random())
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me.seePlayerFreq = 60
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me.lockedOn = null;
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if (vertices === 9) {
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@@ -248,7 +248,11 @@ const spawn = {
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} else if (!mech.isCloak) {
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me.foundPlayer();
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}
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me.onHit = function () { //run this function on hitting player
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powerUps.ejectMod()
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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};
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me.onDeath = function () {
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this.leaveBody = false;
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this.dropPowerUp = false;
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@@ -276,6 +280,55 @@ const spawn = {
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this.checkStatus();
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};
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},
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// powerUpBoss(x, y, vertices = 9, radius = 130) {
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// mobs.spawn(x, y, vertices, radius, "transparent");
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// let me = mob[mob.length - 1];
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// me.isBoss = true;
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// me.frictionAir = 0.025
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// me.seeAtDistance2 = 9000000;
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// me.accelMag = 0.0005 * game.accelScale;
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// Matter.Body.setDensity(me, 0.002); //normal is 0.001
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// me.collisionFilter.mask = cat.bullet | cat.player
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// me.memory = Infinity;
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// me.seePlayerFreq = 85 + Math.floor(10 * Math.random())
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// me.lockedOn = null;
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// if (vertices === 9) {
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// //on primary spawn
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// powerUps.spawnBossPowerUp(me.position.x, me.position.y)
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// powerUps.spawn(me.position.x, me.position.y, "heal");
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// powerUps.spawn(me.position.x, me.position.y, "ammo");
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// } else if (!mech.isCloak) {
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// me.foundPlayer();
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// }
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// me.onDeath = function () {
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// this.leaveBody = false;
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// this.dropPowerUp = false;
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// if (vertices > 3) spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
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// for (let i = 0; i < powerUp.length; i++) {
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// powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
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// }
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// };
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// me.do = function () {
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// this.stroke = `hsl(0,0%,${80+25*Math.sin(game.cycle*0.01)}%)`
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// //steal all power ups
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// for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
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// powerUp[i].collisionFilter.mask = 0
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// Matter.Body.setPosition(powerUp[i], this.vertices[i])
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// Matter.Body.setVelocity(powerUp[i], {
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// x: 0,
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// y: 0
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// })
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// }
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// this.seePlayerCheckByDistance();
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// this.attraction();
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// this.checkStatus();
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// };
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// },
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// healer(x, y, radius = 20) {
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// mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)");
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// let me = mob[mob.length - 1];
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@@ -1654,7 +1707,7 @@ const spawn = {
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this.explode(this.mass * 10);
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};
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me.onDeath = function () {
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if (game.difficulty > 7) {
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if (game.difficulty > 4) {
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spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
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spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
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spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
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