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