new level - flocculation
new level - flocculation snakeBoss does 40% less damage to player
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@@ -7,7 +7,7 @@ const spawn = {
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"powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
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"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "slashBoss", "shieldingBoss",
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"timeSkipBoss", "dragonFlyBoss", "beetleBoss", "sneakBoss", "mantisBoss", "laserLayerBoss",
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"snakeBoss",
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"snakeBoss"
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],
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bossTypeSpawnOrder: [], //preset list of boss names calculated at the start of a run by the randomSeed
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bossTypeSpawnIndex: 0, //increases as the boss type cycles
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@@ -3963,7 +3963,7 @@ const spawn = {
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for (let i = 0; i < this.history.length - 1; i++) {
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if (Matter.Query.ray([player], this.history[i], this.history[i + 1], 10).length > 0) {
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m.immuneCycle = m.cycle + m.collisionImmuneCycles + 60
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const dmg = 0.25 * simulation.dmgScale
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const dmg = 0.15 * simulation.dmgScale
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m.damage(dmg);
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simulation.drawList.push({ //add dmg to draw queue
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x: m.pos.x,
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