bounceBoss balance and bug fixes
difficulty balance per level mob harm done is reduced about 2% player damage is increased about 2% slasher mobs do 20% less damage this is because they killed me on my last run and I'm bitter mantisBoss is invincible for a less time Zeno's paradox removes 1/10 -> 1/12 health every 5 seconds slow, stun, plasma, foam, neutron bomb effects now only slow mobs down to a minimum speed of about 2-4 bug fixes bounceBoss deals with slow effects in a less buggy way final boss didn't kill invincible mobs when it dies
This commit is contained in:
23
js/mob.js
23
js/mob.js
@@ -68,12 +68,13 @@ const mobs = {
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whom.isSlowed = true;
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whom.status.push({
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effect() {
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const speedCap = 2
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const drag = 0.95
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Matter.Body.setVelocity(whom, {
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x: Math.min(speedCap, whom.velocity.x) * drag,
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y: Math.min(speedCap, whom.velocity.y) * drag
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});
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if (whom.speed > 2) {
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const drag = 0.95
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Matter.Body.setVelocity(whom, {
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x: whom.velocity.x * drag,
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y: whom.velocity.y * drag
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});
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}
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Matter.Body.setAngularVelocity(whom, 0);
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ctx.beginPath();
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ctx.moveTo(whom.vertices[0].x, whom.vertices[0].y);
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@@ -99,10 +100,12 @@ const mobs = {
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},
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statusStun(who, cycles = 180) {
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if (!who.shield && !who.isShielded) {
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Matter.Body.setVelocity(who, {
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x: who.velocity.x * 0.8,
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y: who.velocity.y * 0.8
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});
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if (who.speed > 3) {
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Matter.Body.setVelocity(who, {
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x: who.velocity.x * 0.8,
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y: who.velocity.y * 0.8
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});
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}
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Matter.Body.setAngularVelocity(who, who.angularVelocity * 0.8);
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//remove other "stun" effects on this mob
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let i = who.status.length
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