shields are
shields are more rare, but much stronger, negative mass field is combined with Gauss rifle mod, negative mass field moves player faster, new mod piezoelectric plating,You may now choose to cancel the power up selection screen. (no recursive mods in custon yet, it's an annoying UI rewrite)
This commit is contained in:
14
js/spawn.js
14
js/spawn.js
@@ -233,7 +233,7 @@ const spawn = {
|
||||
me.accelMag = 0.001 * game.accelScale;;
|
||||
me.g = me.accelMag * 0.6; //required if using 'gravity'
|
||||
me.memory = 50;
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.07, 0.5)) spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
|
||||
me.do = function () {
|
||||
this.gravity();
|
||||
this.seePlayerCheck();
|
||||
@@ -293,7 +293,7 @@ const spawn = {
|
||||
me.onDeath = function () {
|
||||
this.removeCons();
|
||||
};
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.07, 0.5)) spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
|
||||
me.do = function () {
|
||||
this.gravity();
|
||||
this.searchSpring();
|
||||
@@ -600,7 +600,7 @@ const spawn = {
|
||||
me.accelMag = 0.0005 * game.accelScale;
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
if (Math.random() < Math.min(0.2 + (game.difficulty - 1) * 0.07, 0.5)) spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min(0.2 + (game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
|
||||
me.do = function () {
|
||||
this.seePlayerByLookingAt();
|
||||
this.attraction();
|
||||
@@ -900,7 +900,7 @@ const spawn = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
if (Math.random() < Math.min(0.15 + (game.difficulty - 1) * 0.07, 0.5)) spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min(0.15 + (game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
|
||||
me.do = function () {
|
||||
this.seePlayerByLookingAt();
|
||||
this.fire();
|
||||
@@ -970,7 +970,7 @@ const spawn = {
|
||||
});
|
||||
}
|
||||
};
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.4)) spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.04, 0.2)) spawn.shield(me, x, y);
|
||||
me.do = function () {
|
||||
this.gravity();
|
||||
this.seePlayerCheck();
|
||||
@@ -1019,7 +1019,7 @@ const spawn = {
|
||||
me.laserRange = 500;
|
||||
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.07, 0.5)) spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
|
||||
me.onDeath = function () {
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
};
|
||||
@@ -1060,7 +1060,7 @@ const spawn = {
|
||||
me.memory = 20;
|
||||
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.07, 0.5)) spawn.shield(me, x, y);
|
||||
if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
|
||||
|
||||
me.onDeath = function () {
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
|
||||
Reference in New Issue
Block a user