ergodicity, tooltips
tech requirement info UI updated in experiment mode tech: ergodicity - remove heal power ups and heal tech, reduce difficulty by 2 levels
This commit is contained in:
47
js/spawn.js
47
js/spawn.js
@@ -650,7 +650,7 @@ const spawn = {
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mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790"
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let me = mob[mob.length - 1];
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// Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower
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me.friction = 0;
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me.friction = 0.1;
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me.frictionAir = 0;
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me.accelMag = 0.001 * Math.sqrt(simulation.accelScale);
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me.g = me.accelMag * 0.6; //required if using 'gravity'
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@@ -2537,7 +2537,7 @@ const spawn = {
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spawn.shield(me, x, y, 1);
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spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
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Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
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@@ -2727,6 +2727,49 @@ const spawn = {
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this.attraction();
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};
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},
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// exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
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// mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
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// let me = mob[mob.length - 1];
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// me.onHit = function() { //run this function on hitting player
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// this.explode();
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// };
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// me.g = 0.0003; //required if using 'gravity'
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// me.seePlayerFreq = 50 + Math.floor(Math.random() * 20)
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// me.do = function() {
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// this.gravity();
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// if (!(simulation.cycle % this.seePlayerFreq)) {
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// if (
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// this.distanceToPlayer2() < this.seeAtDistance2 &&
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// Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 &&
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// Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 &&
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// !m.isCloak
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// ) {
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// this.foundPlayer();
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// } else if (this.seePlayer.recall) {
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// for (let i = 0; i < 20; i++) {
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// let history = m.history[(m.cycle - 30 * i) % 600]
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// if (Matter.Query.ray(map, this.position, history.position).length === 0) {
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// this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
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// this.seePlayer.position.x = history.position.x;
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// this.seePlayer.position.y = history.position.y;
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// ctx.beginPath();
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// ctx.moveTo(this.position.x, this.position.y);
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// ctx.lineTo(history.position.x, history.position.y);
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// ctx.lineWidth = 5;
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// ctx.strokeStyle = "#000";
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// ctx.stroke();
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// break
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// }
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// }
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// this.lostPlayer();
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// }
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// }
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// this.checkStatus();
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// this.attraction();
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// };
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// },
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exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
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mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
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let me = mob[mob.length - 1];
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