diff --git a/js/spawn.js b/js/spawn.js index f1ed4c5..8288bfc 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -80,8 +80,8 @@ const spawn = { }, randomLevelBoss(x, y) { // suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included - // const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"] - const options = ["timeSkipBoss"] + const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"] + // const options = ["timeSkipBoss"] spawn[options[Math.floor(Math.random() * options.length)]](x, y) }, //mob templates ********************************************************************************************* @@ -639,18 +639,18 @@ const spawn = { } } }, - timeSkipBoss(x, y, radius = 45) { + timeSkipBoss(x, y, radius = 60) { mobs.spawn(x, y, 6, radius, '#000'); let me = mob[mob.length - 1]; // me.stroke = "transparent"; //used for drawSneaker me.timeSkipLastCycle = 0 - me.eventHorizon = 1500; //required for black hole + me.eventHorizon = 2000; //required for black hole me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000 - me.accelMag = 0.0002 * game.accelScale; + me.accelMag = 0.0004 * game.accelScale; // me.frictionAir = 0.005; // me.memory = 1600; // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger - Matter.Body.setDensity(me, 0.0015 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger + Matter.Body.setDensity(me, 0.0025 + 0.0007 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger spawn.shield(me, x, y, 1); @@ -660,7 +660,7 @@ const spawn = { }; me.do = function () { //keep it slow, to stop issues from explosion knock backs - if (this.speed > 2) { + if (this.speed > 8) { Matter.Body.setVelocity(this, { x: this.velocity.x * 0.99, y: this.velocity.y * 0.99 @@ -676,8 +676,8 @@ const spawn = { this.timeSkipLastCycle = game.cycle game.timeSkip(compress) - this.fill = `rgba(0,0,0,${0.1+0.4*Math.random()})` - this.stroke = "#000" + this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})` + this.stroke = "#014" this.isShielded = false; this.dropPowerUp = true; this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets