hammer + nail

pneumatic hammer (20 -> +18% size and damage effects)
  now applies to nails, slugs, needles, in addition to rivets
integrated armament 20->25% damage, also if you switch guns converts guntech to new gun
backward induction removed
symbiosis removes 1 -> 0.5 max health per mob kill
plasma jet - costs 1 -> 2 research, and goes a bit farther
Occam's razor gives 36 -> 40% damage per removed tech
This commit is contained in:
landgreen
2021-12-01 19:22:06 -08:00
parent f8b18c7772
commit 66025c14e2
9 changed files with 10187 additions and 10100 deletions

View File

@@ -157,6 +157,39 @@ const b = {
}
simulation.makeGunHUD();
b.setFireCD();
if (tech.isOneGun && b.inventory > 0) {
//count how many gun tech you have and remove them
let gunTechCount = 0 //2 bonus gun tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isGunTech && tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable && !tech.tech[i].isRemoveGun) {
const remove = tech.removeTech(i)
// console.log(remove, tech.tech[i].count, tech.tech[i].name)
gunTechCount += remove
}
}
// console.log(gunTechCount)
//get a random gun tech for your gun
for (let i = 0; i < gunTechCount; i++) {
const gunTechPool = []
for (let j = 0, len = tech.tech.length; j < len; j++) {
if (tech.tech[j].isGunTech && tech.tech[j].allowed() && !tech.tech[i].isRemoveGun && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
const regex = tech.tech[j].requires.search(b.guns[b.activeGun].name) //get string index of gun name
const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
//look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j)
}
}
if (gunTechPool.length) {
const index = Math.floor(Math.random() * gunTechPool.length)
tech.giveTech(gunTechPool[index]) // choose from the gun pool
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`)
} else {
tech.giveTech() //get normal tech if you can't find any gun tech
}
}
}
},
removeGun(gun, isRemoveSelection = false) {
for (let i = 0; i < b.guns.length; i++) {
@@ -1111,7 +1144,7 @@ const b = {
b.guns[gunIndex].do = function() {}
} else {
if (gunIndex) b.guns[gunIndex].do = function() {
if (!input.field) {
if (!input.field && input.down) {
const cycles = 80
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
const g = input.down ? 0.137 : 0.135
@@ -1137,7 +1170,7 @@ const b = {
} else if (tech.isVacuumBomb) {
b.grenade = grenadeVacuum
if (gunIndex) b.guns[gunIndex].do = function() {
if (!input.field) {
if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 50 : 30) //30
const speed = input.down ? 44 : 35
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
@@ -1154,7 +1187,7 @@ const b = {
} else {
b.grenade = grenadeDefault
if (gunIndex) b.guns[gunIndex].do = function() {
if (!input.field) {
if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 120 : 80) //30
const speed = input.down ? 43 : 32
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
@@ -1738,7 +1771,7 @@ const b = {
m.energy = 0;
}
b.isExtruderOn = true
const SPEED = 8 + 8 * tech.isPlasmaRange
const SPEED = 8 + 12 * tech.isPlasmaRange
const me = bullet.length;
const where = Vector.add(m.pos, player.velocity)
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
@@ -3253,8 +3286,9 @@ const b = {
}
},
nail(pos, velocity, dmg = 1) {
dmg *= tech.nailSize
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25, 2, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.nailSize, 2 * tech.nailSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
@@ -3269,7 +3303,7 @@ const b = {
},
needle(angle = m.angle) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75, 0.75, b.fireAttributes(angle));
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75 * tech.nailSize, 0.75 * tech.nailSize, b.fireAttributes(angle));
bullet[me].collisionFilter.mask = tech.isShieldPierce ? cat.body : cat.body | cat.mobShield
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
bullet[me].endCycle = simulation.cycle + 100;
@@ -3289,12 +3323,12 @@ const b = {
}
if (!immune) {
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
}
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = b.dmgScale * 6
let dmg = b.dmgScale * 6 * tech.nailSize
if (tech.isNailRadiation) {
mobs.statusDoT(who, tech.isFastRadiation ? 6 : 2, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
}
if (tech.isCrit && who.isStunned) dmg *= 4
@@ -3508,7 +3542,7 @@ const b = {
// ctx.fill();
// }
//check for damage
//check for damage
if (!m.isBodiesAsleep) {
if (m.immuneCycle < m.cycle && !((m.cycle + this.phase) % 30)) { //twice a second
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
@@ -4364,7 +4398,7 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.rivetSize * 8
const size = tech.nailSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
@@ -4427,7 +4461,7 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.rivetSize * 8
const size = tech.nailSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
@@ -4557,15 +4591,15 @@ const b = {
if (tech.isSlugShot) {
const me = bullet.length;
const dir = m.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60, 27, b.fireAttributes(dir));
// const dir = m.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60 * tech.nailSize, 27 * tech.nailSize, b.fireAttributes(m.angle));
Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1));
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = (input.down ? 45 : 35) + Math.random() * 6
const SPEED = (input.down ? 50 : 37)
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
if (tech.isIncendiary) {
bullet[me].endCycle = simulation.cycle + 60
@@ -4581,27 +4615,22 @@ const b = {
bullet[me].minDmgSpeed = 7
// bullet[me].restitution = 0.4
bullet[me].frictionAir = 0.006;
bullet[me].turnMag = 0.04 * Math.pow(tech.nailSize, 3.75)
bullet[me].do = function() {
this.force.y += this.mass * 0.0022
//rotates bullet to face current velocity?
if (this.speed > 6) {
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
const mag = 0.04
if (this.speed > 6) { //rotates bullet to face current velocity?
const facing = { x: Math.cos(this.angle), y: Math.sin(this.angle) }
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += mag
this.torque += this.turnMag
} else {
this.torque -= mag
this.torque -= this.turnMag
}
}
};
if (tech.fragments) {
bullet[me].beforeDmg = function() {
if (this.speed > 4) {
b.targetedNail(this.position, tech.fragments * 7)
b.targetedNail(this.position, 7 * tech.fragments * tech.nailSize)
this.endCycle = 0 //triggers despawn
}
}
@@ -6507,47 +6536,47 @@ const b = {
// },
},
],
gunRewind: { //this gun is added with a tech
name: "CPT gun",
description: "use <strong class='color-f'>energy</strong> to <strong>rewind</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>,<br> and <strong>position</strong> up to <strong>10</strong> seconds",
ammo: 0,
ammoPack: Infinity,
have: false,
isRewinding: false,
lastFireCycle: 0,
holdCount: 0,
activeGunIndex: null,
do() {},
fire() {
if (this.lastFireCycle === m.cycle - 1) { //button has been held down
this.rewindCount += 8;
const DRAIN = 0.01
let history = m.history[(m.cycle - this.rewindCount) % 600]
if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
this.rewindCount = 0;
m.resetHistory();
m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
} else {
m.energy -= DRAIN
if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
Matter.Body.setPosition(player, history.position);
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
if (m.health !== history.health) {
m.health = history.health
m.displayHealth();
}
m.yOff = history.yOff
if (m.yOff < 48) {
m.doCrouch()
} else {
m.undoCrouch()
}
}
} else { //button is held the first time
this.rewindCount = 0;
this.activeGunIndex = b.activeGun
}
this.lastFireCycle = m.cycle;
}
}
// gunRewind: { //this gun is added with a tech
// name: "CPT gun",
// description: "use <strong class='color-f'>energy</strong> to <strong>rewind</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>,<br> and <strong>position</strong> up to <strong>10</strong> seconds",
// ammo: 0,
// ammoPack: Infinity,
// have: false,
// isRewinding: false,
// lastFireCycle: 0,
// holdCount: 0,
// activeGunIndex: null,
// do() {},
// fire() {
// if (this.lastFireCycle === m.cycle - 1) { //button has been held down
// this.rewindCount += 8;
// const DRAIN = 0.01
// let history = m.history[(m.cycle - this.rewindCount) % 600]
// if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
// this.rewindCount = 0;
// m.resetHistory();
// m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
// } else {
// m.energy -= DRAIN
// if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
// Matter.Body.setPosition(player, history.position);
// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
// if (m.health !== history.health) {
// m.health = history.health
// m.displayHealth();
// }
// m.yOff = history.yOff
// if (m.yOff < 48) {
// m.doCrouch()
// } else {
// m.undoCrouch()
// }
// }
// } else { //button is held the first time
// this.rewindCount = 0;
// this.activeGunIndex = b.activeGun
// }
// this.lastFireCycle = m.cycle;
// }
// }
};

View File

@@ -232,15 +232,15 @@ function collisionChecks(event) {
}
//determine if player is on the ground
Events.on(engine, "collisionStart", function (event) {
Events.on(engine, "collisionStart", function(event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
if (m.alive) collisionChecks(event);
});
Events.on(engine, "collisionActive", function (event) {
Events.on(engine, "collisionActive", function(event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
});
Events.on(engine, "collisionEnd", function (event) {
Events.on(engine, "collisionEnd", function(event) {
playerOffGroundCheck(event);
});

View File

@@ -17,10 +17,10 @@ const level = {
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("wormhole")
// b.giveGuns("laser")
// b.giveGuns("shotgun")
// b.giveGuns("nail gun")
// b.giveGuns("harpoon")
// tech.giveTech("affine connection")
// b.giveGuns("harpoon")
// tech.giveTech("slug")
// tech.giveTech("regression")
// tech.giveTech("relativistic momentum")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
@@ -58,7 +58,6 @@ const level = {
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
// lore.techCount = 3
// simulation.isCheating = false //true;
// localSettings.loreCount = 3; //this sets what conversation is heard
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
@@ -131,8 +130,8 @@ const level = {
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
}
},
custom() { },
customTopLayer() { },
custom() {},
customTopLayer() {},
setDifficulty() {
simulation.difficulty = 0
b.dmgScale = 1; //damage done by player decreases each level
@@ -574,7 +573,7 @@ const level = {
body[body.length] = rotor1
body[body.length] = rotor2
setTimeout(function () {
setTimeout(function() {
rotor.collisionFilter.category = cat.body;
rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
}, 1000);
@@ -589,7 +588,7 @@ const level = {
Composite.add(engine.world, constraint);
if (rotate) {
rotor.rotate = function () {
rotor.rotate = function() {
if (!m.isBodiesAsleep) {
Matter.Body.applyForce(rotor, {
x: rotor.position.x + 100,
@@ -792,7 +791,7 @@ const level = {
y: 0
}, angleB)
draw = function () {
draw = function() {
ctx.beginPath(); //portal
let v = this.vertices;
ctx.moveTo(v[0].x, v[0].y);
@@ -802,7 +801,7 @@ const level = {
ctx.fillStyle = this.color
ctx.fill();
}
query = function (isRemoveBlocks = false) {
query = function(isRemoveBlocks = false) {
if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
if (player.isInPortal === this) player.isInPortal = null
} else if (player.isInPortal !== this) { //touching player
@@ -1417,7 +1416,7 @@ const level = {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
fireBlock = function (xPos, yPos) {
fireBlock = function(xPos, yPos) {
const index = body.length
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
const bodyBullet = body[body.length - 1]
@@ -1473,7 +1472,7 @@ const level = {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
fireBlock = function (xPos, yPos) {
fireBlock = function(xPos, yPos) {
const index = body.length
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
const bodyBullet = body[body.length - 1]
@@ -2388,7 +2387,7 @@ const level = {
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => { };
level.customTopLayer = () => {};
level.setPosToSpawn(0, -50); //normal spawn
level.exit.x = 1500;
level.exit.y = -1875;
@@ -5518,7 +5517,7 @@ const level = {
if (mob[i].isBoss) me = mob[i]
}
if (me) {
me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs
me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
@@ -5534,7 +5533,7 @@ const level = {
if (mob[i].isBoss) me = mob[i]
}
if (me) {
me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs
me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
@@ -5759,11 +5758,11 @@ const level = {
body[body.length] = part4;
body[body.length] = part5;
body[body.length] = part6;
setTimeout(function () {
setTimeout(function() {
chair.collisionFilter.category = cat.body;
chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
setTimeout(function () {
setTimeout(function() {
chair2.collisionFilter.category = cat.body;
chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
@@ -5818,7 +5817,7 @@ const level = {
body[body.length] = rightUpperLeg
body[body.length] = rightLowerArm
body[body.length] = rightUpperArm
setTimeout(function () {
setTimeout(function() {
person.collisionFilter.category = cat.body;
person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
@@ -6210,7 +6209,7 @@ const level = {
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => { };
level.customTopLayer = () => {};
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
@@ -7269,7 +7268,7 @@ const level = {
body[body.length] = part1;
body[body.length] = part2;
body[body.length] = part3;
setTimeout(function () {
setTimeout(function() {
compoundParts.collisionFilter.category = cat.body;
compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
@@ -7388,8 +7387,8 @@ const level = {
// prevent the user from getting into the secreter room without defeating all mobs
if (m.pos.x > 1500 && m.pos.x < 2500 && m.pos.y > -4000 && m.pos.y < -3500 && mob.reduce((a, i) => {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated) {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated) {
Matter.Body.setPosition(player, {
x: 2800,
y: m.pos.y

View File

@@ -165,7 +165,7 @@ const mobs = {
});
}
},
endEffect() { },
endEffect() {},
dmg: tickDamage,
type: "dot",
endCycle: simulation.cycle + cycles,
@@ -472,7 +472,7 @@ const mobs = {
}
},
laser() {
const vertexCollision = function (v1, v1End, domain) {
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
@@ -609,7 +609,7 @@ const mobs = {
ctx.fillStyle = "rgba(0,0,0,0.07)";
ctx.fill();
//spring to random place on map
const vertexCollision = function (v1, v1End, domain) {
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
@@ -676,7 +676,7 @@ const mobs = {
},
curl(range = 1000, mag = -10) {
//cause all mobs, and bodies to rotate in a circle
applyCurl = function (center, array, isAntiGravity = true) {
applyCurl = function(center, array, isAntiGravity = true) {
for (let i = 0; i < array.length; ++i) {
if (!array[i].isNotHoldable) {
const sub = Vector.sub(center, array[i].position)
@@ -825,7 +825,7 @@ const mobs = {
//be sure to declare searchTarget in mob spawn
//accelerate towards the searchTarget
if (!this.seePlayer.recall) {
const newTarget = function (that) {
const newTarget = function(that) {
if (Math.random() < 0.0005) {
that.searchTarget = player.position; //chance to target player
} else {
@@ -1149,7 +1149,7 @@ const mobs = {
powerUps.spawn(this.position.x, this.position.y, "tech", false)
// if (0.5 < Math.random()) powerUps.spawn(this.position.x, this.position.y, "tech", false)
} else {
const amount = 0.01
const amount = 0.005
if (tech.isEnergyHealth) {
if (m.maxEnergy > amount) {
tech.healMaxEnergyBonus -= amount
@@ -1228,7 +1228,7 @@ const mobs = {
for (let i = 0, len = consBB.length; i < len; ++i) {
if (consBB[i].bodyA === this) {
if (consBB[i].bodyB.shield) {
consBB[i].bodyB.do = function () {
consBB[i].bodyB.do = function() {
this.death();
};
}
@@ -1238,7 +1238,7 @@ const mobs = {
break;
} else if (consBB[i].bodyB === this) {
if (consBB[i].bodyA.shield) {
consBB[i].bodyA.do = function () {
consBB[i].bodyA.do = function() {
this.death();
};
}
@@ -1297,7 +1297,7 @@ const mobs = {
//large mobs shrink so they don't block paths
if (body[len].mass + body[len2].mass > 16) {
const massLimit = 8 + 6 * Math.random()
const shrink = function (that1, that2) {
const shrink = function(that1, that2) {
if (that1.mass + that2.mass > massLimit) {
const scale = 0.95;
Matter.Body.scale(that1, scale, scale);
@@ -1320,7 +1320,7 @@ const mobs = {
//large mobs shrink so they don't block paths
if (body[len].mass > 9) {
const massLimit = 7 + 4 * Math.random()
const shrink = function (that) {
const shrink = function(that) {
if (that.mass > massLimit) {
const scale = 0.95;
Matter.Body.scale(that, scale, scale);

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