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:
landgreen
2021-12-13 19:11:46 -08:00
parent 4137d719da
commit 498f867738
13 changed files with 555 additions and 125 deletions

View File

@@ -155,7 +155,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: dmg * 2000,
radius: Math.sqrt(dmg) * 500,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime
});
@@ -163,7 +163,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: dmg * 500,
radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
@@ -182,7 +182,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
@@ -217,7 +217,7 @@ function collisionChecks(event) {
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});