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
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@@ -155,7 +155,7 @@ function collisionChecks(event) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 2000,
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radius: Math.sqrt(dmg) * 500,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime
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});
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@@ -163,7 +163,7 @@ function collisionChecks(event) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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radius: Math.sqrt(dmg) * 200,
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color: simulation.mobDmgColor,
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time: simulation.drawTime
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});
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@@ -182,7 +182,7 @@ function collisionChecks(event) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.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 * mob[k].damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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@@ -217,7 +217,7 @@ function collisionChecks(event) {
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.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 * mob[k].damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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