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
This commit is contained in:
landgreen
2021-09-26 06:18:52 -07:00
parent 7c2c142b4c
commit 4df06fcfc6
8 changed files with 323 additions and 151 deletions

View File

@@ -917,7 +917,7 @@ const spawn = {
me.onDamage = function(dmg) {
if (Math.random() < 0.33 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
}
me.damageReduction = 0.2 //me.damageReductionGoal
me.damageReduction = 0.18 //me.damageReductionGoal
me.do = function() {
// // this.armor();
if (!m.isBodiesAsleep) {
@@ -990,7 +990,7 @@ const spawn = {
me.onHit = function() { //run this function on hitting player
this.explode();
};
me.damageReduction = 0.25
me.damageReduction = 0.22
me.doAwake = function() {
if (!m.isBodiesAsleep) {
// this.armor();
@@ -1107,7 +1107,7 @@ const spawn = {
if (!count % 2) powerUps.spawnRandomPowerUp(this.position.x, this.position.y) // higher then normal chance to drop heals and ammo
}
}
me.damageReduction = 0.25
me.damageReduction = 0.22
me.do = function() {
// this.armor();
this.alwaysSeePlayer();
@@ -3070,7 +3070,7 @@ const spawn = {
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.002 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0025 + 0.00013 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 1500000;
@@ -3084,12 +3084,9 @@ const spawn = {
me.friction = 0;
me.frictionAir = 0.01;
me.memory = Infinity;
// me.memory = 300;
// Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
spawn.shield(me, x, y, 1);
const len = Math.floor(Math.min(15, 3 + Math.sqrt(simulation.difficulty))) // simulation.difficulty = 40 on hard mode level 10
const speed = (0.007 + 0.003 * Math.random() + 0.004 * Math.sqrt(simulation.difficulty))
let radiusOrbitals = radius + 125 + 350 * Math.random()
@@ -3100,7 +3097,7 @@ const spawn = {
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25
me.damageReduction = 0.2
me.do = function() {
// this.armor();
this.seePlayerCheckByDistance();