shieldingBoss
shieldingBoss - doesn't attack, but shields all mobs every 2.5s reworked how tetherBoss's constraint work please, let me know if the tether boss is buggy on any of the levels the chance for tether boss was removed from level: detours tech: flip-flop - collisions do 25% more harm, but you become immune to harm for the next collision
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12
js/bullet.js
12
js/bullet.js
@@ -2468,7 +2468,7 @@ const b = {
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
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!mob[i].isShielded) {
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const SPEED = 45
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const SPEED = 40
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const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
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b.nail(this.position, Vector.mult(unit, SPEED), 0.4)
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this.force = Vector.mult(unit, -0.01 * this.mass)
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@@ -2611,8 +2611,8 @@ const b = {
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lookFrequency: 40 + Math.floor(7 * Math.random()) - 10 * tech.isLaserBotUpgrade,
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range: (700 + 400 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
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drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
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drain: 0.7 - 0.52 * tech.isLaserBotUpgrade,
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laserDamage: 0.38 + 0.29 * tech.isLaserBotUpgrade,
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drain: 0.56 - 0.42 * tech.isLaserBotUpgrade,
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laserDamage: 0.5 + 0.35 * tech.isLaserBotUpgrade,
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endCycle: Infinity,
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classType: "bullet",
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collisionFilter: {
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@@ -3265,11 +3265,11 @@ const b = {
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if (m.crouch) {
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spread = 0.75
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m.fireCDcycle = m.cycle + Math.floor(55 * b.fireCD); // cool down
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if (tech.isShotgunImmune) m.immuneCycle = m.cycle + Math.floor(58 * b.fireCD); //player is immune to collision damage for 30 cycles
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(58 * b.fireCD)) m.immuneCycle = m.cycle + Math.floor(58 * b.fireCD); //player is immune to collision damage for 30 cycles
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knock = 0.01
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} else {
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m.fireCDcycle = m.cycle + Math.floor(45 * b.fireCD); // cool down
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if (tech.isShotgunImmune) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCD); //player is immune to collision damage for 30 cycles
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCD)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCD); //player is immune to collision damage for 30 cycles
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spread = 1.3
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knock = 0.1
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}
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@@ -4514,7 +4514,7 @@ const b = {
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m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCD); // cool down
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} else {
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m.energy -= DRAIN
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m.immuneCycle = m.cycle + 30; //player is immune to collision damage for 5 cycles
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if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to collision damage for 5 cycles
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Matter.Body.setPosition(player, history.position);
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Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
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if (m.health !== history.health) {
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