exit animation
exit door has a 1 second delay and animation
reservoir map now has a flipped horizontal chance
map ruins renamed -> pavilion
all the individual !m.isBodiesAsleep are replaced with ones in the main game loop
this needs extensive bug testing?
should behave similarly to testing mode, which doesn't have issues
todo remove the checks from bullets and mobs, do this after update so it can be easy to revert
bug fixes
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@@ -926,7 +926,7 @@ const spawn = {
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}
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},
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cellBoss(x, y, radius = 20, cellID) {
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mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,100,105,0.4)");
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mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,80,125,0.3)");
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let me = mob[mob.length - 1];
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me.stroke = "transparent"
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me.isBoss = true;
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@@ -3378,7 +3378,7 @@ const spawn = {
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// spawn.shield(me, x, y, 1);
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Matter.Body.setDensity(me, 0.005); //extra dense //normal is 0.001 //makes effective life much larger
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me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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me.damageReduction = 0.12 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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me.isBoss = true;
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me.onDamage = function() {};
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me.onDeath = function() {
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