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:
26
js/player.js
26
js/player.js
@@ -1316,7 +1316,7 @@ const m = {
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m.energy -= fieldBlockCost
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if (m.energy < 0) m.energy = 0;
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m.fieldCDcycle = m.cycle + m.fieldBlockCD;
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if (tech.blockingIce) {
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if (tech.blockingIce && !who.isInvulnerable) {
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for (let i = 0; i < fieldBlockCost * 60 * tech.blockingIce; i++) b.iceIX(3, 2 * Math.PI * Math.random(), m.pos)
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}
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const unit = Vector.normalise(Vector.sub(player.position, who.position))
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@@ -3476,16 +3476,20 @@ const m = {
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m.angle = player.angle
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}
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level.playerExitCheck = () => {
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if (
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player.position.x > level.exit.x &&
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player.position.x < level.exit.x + 100 &&
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player.position.y > level.exit.y - 150 &&
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player.position.y < level.exit.y + 40
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) {
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level.nextLevel()
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}
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}
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// level.exit.drawAndCheck = () => { //fix this
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// if (
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// player.position.x > level.exit.x &&
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// player.position.x < level.exit.x + 100 &&
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// player.position.y > level.exit.y - 150 &&
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// player.position.y < level.exit.y + 40
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// ) {
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// level.nextLevel()
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// }
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// }
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m.move = () => {
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m.pos.x = player.position.x;
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m.pos.y = player.position.y;
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