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/player.js
12
js/player.js
@@ -570,7 +570,7 @@ const m = {
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}
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}
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m.energy = Math.max(m.energy - steps / 136, 0.01)
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m.immuneCycle = m.cycle + 30; //player is immune to collision damage for 30 cycles
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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let isDrawPlayer = true
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const shortPause = function() {
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@@ -642,7 +642,7 @@ const m = {
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
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for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x, m.pos.y, "heal", false);
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m.energy = m.maxEnergy
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m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds
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if (m.immuneCycle < m.cycle + 360) m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds
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simulation.wipe = function() { //set wipe to have trails
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ctx.fillStyle = "rgba(255,255,255,0.03)";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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@@ -671,7 +671,7 @@ const m = {
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
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<br>${powerUps.research.count}`)
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for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "heal", false);
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m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds
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if (m.immuneCycle < m.cycle + 360) m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds
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simulation.wipe = function() { //set wipe to have trails
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ctx.fillStyle = "rgba(255,255,255,0.03)";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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@@ -1777,7 +1777,7 @@ const m = {
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simulation.cycle--; //pause all functions that depend on game cycle increasing
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if (tech.isTimeSkip) {
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m.immuneCycle = m.cycle + 10;
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if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10;
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simulation.isTimeSkipping = true;
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m.cycle++;
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simulation.gravity();
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@@ -2537,7 +2537,7 @@ const m = {
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x: velocity.x,
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y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer
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});
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m.immuneCycle = m.cycle + 15; //player is immune to collision damage
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to collision damage
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// move bots to player
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType) {
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@@ -2813,7 +2813,7 @@ const m = {
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isBayesian) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit(k);
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, {
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