mob body slice
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob requires cloaking or time dilation field tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level. requires cloaking or time dilation field JUNK tech: all-stars - make mobs look like stars JUNK tech: mouth - make mobs look like they have a mouth the nonCollideBosses have been made 10% harder to kill these are the types of bosses that spawn from apomixis on 100% duplication 7+ sided mobs may slice in two when they die
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13
js/spawn.js
13
js/spawn.js
@@ -917,7 +917,7 @@ const spawn = {
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me.onDamage = function(dmg) {
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if (Math.random() < 0.33 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
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}
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me.damageReduction = 0.2 //me.damageReductionGoal
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me.damageReduction = 0.18 //me.damageReductionGoal
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me.do = function() {
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// // this.armor();
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if (!m.isBodiesAsleep) {
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@@ -990,7 +990,7 @@ const spawn = {
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me.onHit = function() { //run this function on hitting player
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this.explode();
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};
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me.damageReduction = 0.25
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me.damageReduction = 0.22
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me.doAwake = function() {
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if (!m.isBodiesAsleep) {
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// this.armor();
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@@ -1107,7 +1107,7 @@ const spawn = {
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if (!count % 2) powerUps.spawnRandomPowerUp(this.position.x, this.position.y) // higher then normal chance to drop heals and ammo
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}
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}
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me.damageReduction = 0.25
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me.damageReduction = 0.22
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me.do = function() {
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// this.armor();
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this.alwaysSeePlayer();
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@@ -3070,7 +3070,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.isBoss = true;
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Matter.Body.setDensity(me, 0.002 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.0025 + 0.00013 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.stroke = "transparent"; //used for drawGhost
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me.seeAtDistance2 = 1500000;
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@@ -3084,12 +3084,9 @@ const spawn = {
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me.friction = 0;
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me.frictionAir = 0.01;
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me.memory = Infinity;
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// me.memory = 300;
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// Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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spawn.shield(me, x, y, 1);
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const len = Math.floor(Math.min(15, 3 + Math.sqrt(simulation.difficulty))) // simulation.difficulty = 40 on hard mode level 10
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const speed = (0.007 + 0.003 * Math.random() + 0.004 * Math.sqrt(simulation.difficulty))
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let radiusOrbitals = radius + 125 + 350 * Math.random()
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@@ -3100,7 +3097,7 @@ const spawn = {
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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};
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me.damageReduction = 0.25
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me.damageReduction = 0.2
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me.do = function() {
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// this.armor();
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this.seePlayerCheckByDistance();
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