mod: CPT reversal - avoid damage by rewinding to your past, but use up all your energy
  requires wormhole or time dilation

several minor buffs to wormhole
small changes to mob distribution on a few maps
This commit is contained in:
landgreen
2020-11-27 04:26:30 -08:00
parent 0c319d3049
commit 6c5928c052
9 changed files with 272 additions and 169 deletions

View File

@@ -2215,9 +2215,9 @@ const spawn = {
spawn.shield(me, x, y, 1);
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
//wake up tail mobs
for (let i = 0; i < mob.length; i++) {
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
mob[i].removeConsBB();
}
@@ -2257,23 +2257,32 @@ const spawn = {
snakeBody(x, y, radius = 20) {
mobs.spawn(x, y, 4, radius, "rgb(55,170,170)");
let me = mob[mob.length - 1];
me.onHit = function() {
//run this function on hitting player
this.explode();
};
me.collisionFilter.mask = cat.bullet | cat.player
// me.g = 0.0002; //required if using 'gravity'
me.accelMag = 0.001 * game.accelScale;
// me.onHit = function() {
// //run this function on hitting player
// this.explode();
// };
me.collisionFilter.mask = cat.bullet | cat.player | cat.mob
me.accelMag = 0.0006 * game.accelScale;
me.leaveBody = false;
me.seePlayerFreq = Math.round((80 + 50 * Math.random()) * game.lookFreqScale);
me.frictionAir = 0.02;
me.isSnakeTail = true;
me.onDeath = function() {
if (this.isSnakeTail) { //wake up tail mobs
for (let i = 0; i < mob.length; i++) {
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
mob[i].removeConsBB();
}
}
}
};
me.do = function() {
this.checkStatus();
};
me.doActive = function() {
this.seePlayerCheck();
this.checkStatus();
this.alwaysSeePlayer();
this.attraction();
};
},