mantisBoss
mantisBoss: 3 punching mobs, eject your ammo when you get punched invulnerable except for 1 second after moving powerUpBossBaby: smaller, cuter, faster, can't move through walls slashBoss renamed revolutionBoss invulnerable every other revolution of it's blades new mob state: invulnerable - immune to damage and status effects (stun, dots, freeze) damage and harm circle graphic size have been made more consistent bug fixes
This commit is contained in:
22
js/bullet.js
22
js/bullet.js
@@ -1932,7 +1932,7 @@ const b = {
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simulation.drawList.push({
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x: path[1].x,
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y: path[1].y,
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radius: Math.sqrt(dmg) * 50,
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radius: 600 * dmg * best.who.damageReduction,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime * 4
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});
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@@ -2058,7 +2058,8 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: path[path.length - 1].x,
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y: path[path.length - 1].y,
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radius: Math.sqrt(damage) * 100,
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// radius: Math.sqrt(damage) * 100 * mob[k].damageReduction,
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radius: 600 * damage * best.who.damageReduction,
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color: tech.laserColorAlpha,
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time: simulation.drawTime
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});
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@@ -2705,7 +2706,7 @@ const b = {
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}
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},
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onEnd() {
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if (tech.isDroneRespawn) {
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if (tech.isDroneRespawn && b.inventory.length) {
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const who = b.guns[b.activeGun]
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if (who.name === "drones" && who.ammo > 0 && mob.length) {
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b.drone({ x: this.position.x, y: this.position.y }, 0)
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@@ -3178,7 +3179,7 @@ const b = {
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for (let i = 0; i < len; i++) {
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if (targets.length - i > 0) {
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const index = Math.floor(Math.random() * targets.length)
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const speed = 10 + 10 * Math.random()
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const speed = 6 + 6 * Math.random()
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const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
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b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
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} else {
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@@ -3342,7 +3343,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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@@ -3395,7 +3396,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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@@ -3651,7 +3652,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: 600 * dmg * q[i].damageReduction,
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color: 'rgba(0,0,0,0.4)',
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time: simulation.drawTime
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});
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@@ -4204,7 +4205,8 @@ const b = {
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simulation.drawList.push({
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x: path[1].x,
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y: path[1].y,
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radius: Math.sqrt(dmg) * 50,
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// radius: Math.sqrt(dmg) * 50 * mob[k].damageReduction,
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radius: 600 * dmg * best.who.damageReduction,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime * 4
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});
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@@ -4297,7 +4299,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: 600 * dmg * q[i].damageReduction,
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color: 'rgba(0,0,0,0.4)',
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time: simulation.drawTime
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});
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@@ -5211,7 +5213,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * q[i].damageReduction,
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color: 'rgba(0,0,0,0.4)',
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time: simulation.drawTime
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});
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