super duper
tech: super duper - fire +0-2 extra super balls super balls no longer part of MIRV bug fix for plasma extruder interaction with doors that collide with power ups mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range
This commit is contained in:
19
js/spawn.js
19
js/spawn.js
@@ -1911,14 +1911,14 @@ const spawn = {
|
||||
mobs.spawn(x, y, 5, radius, "#6ba");
|
||||
let me = mob[mob.length - 1];
|
||||
me.babyList = [] //list of mobs that are apart of this boss
|
||||
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
|
||||
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
|
||||
Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
|
||||
me.damageReduction = 0.15 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
|
||||
me.isBoss = true;
|
||||
me.friction = 0;
|
||||
me.frictionAir = 0.0067;
|
||||
me.g = 0.0002; //required if using this.gravity
|
||||
me.seePlayerFreq = 300;
|
||||
const springStiffness = 0.0004; //simulation.difficulty
|
||||
const springStiffness = 0.0001; //simulation.difficulty
|
||||
const springDampening = 0.005;
|
||||
|
||||
me.springTarget = {
|
||||
@@ -2006,7 +2006,7 @@ const spawn = {
|
||||
this.cons2.length = 100 + 1.5 * this.radius;
|
||||
|
||||
this.isInvulnerable = false
|
||||
this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2)
|
||||
this.invulnerabilityCountDown = 45 + Math.max(0, 70 - simulation.difficulty)
|
||||
this.damageReduction = this.startingDamageReduction
|
||||
for (let i = 0; i < this.babyList.length; i++) {
|
||||
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
|
||||
@@ -2020,7 +2020,7 @@ const spawn = {
|
||||
this.cons2.length = -200;
|
||||
|
||||
this.isInvulnerable = false
|
||||
this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2)
|
||||
this.invulnerabilityCountDown = 45 + Math.max(0, 70 - simulation.difficulty)
|
||||
this.damageReduction = this.startingDamageReduction
|
||||
for (let i = 0; i < this.babyList.length; i++) {
|
||||
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
|
||||
@@ -2100,6 +2100,7 @@ const spawn = {
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
for (let i = 0; i < this.babyList.length; i++) {
|
||||
if (this.babyList[i].alive) {
|
||||
this.babyList[i].collisionFilter.mask = cat.map | cat.bullet | cat.player
|
||||
this.babyList[i].isInvulnerable = false
|
||||
this.babyList[i].damageReduction = this.startingDamageReduction
|
||||
this.babyList[i].collisionFilter.mask = cat.bullet | cat.player | cat.map | cat.body
|
||||
@@ -2107,7 +2108,7 @@ const spawn = {
|
||||
}
|
||||
};
|
||||
|
||||
const sideLength = 120 // distance between each node mob
|
||||
const sideLength = 80 // distance between each node mob
|
||||
const nodes = 3
|
||||
const angle = 2 * Math.PI / nodes
|
||||
spawn.allowShields = false; //don't want shields on individual mobs, it messes with the constraints
|
||||
@@ -2118,10 +2119,10 @@ const spawn = {
|
||||
babyMob.fill = "rgb(68, 102, 119)"
|
||||
babyMob.isBoss = true;
|
||||
// Matter.Body.setDensity(babyMob, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and increases damage
|
||||
babyMob.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||
babyMob.damageReduction = this.startingDamageReduction
|
||||
babyMob.collisionFilter.mask = cat.bullet | cat.player //can't touch other mobs //cat.map | cat.body |
|
||||
babyMob.delay = 60 + 50 * simulation.CDScale;
|
||||
babyMob.strikeRange = 600
|
||||
babyMob.delay = 60 + 55 * simulation.CDScale + Math.floor(Math.random() * 20);
|
||||
babyMob.strikeRange = 400
|
||||
babyMob.onHit = function() {
|
||||
this.cd = simulation.cycle + this.delay;
|
||||
//dislodge ammo
|
||||
|
||||
Reference in New Issue
Block a user