timeskip buffs

This commit is contained in:
landgreen
2020-04-06 09:26:23 -07:00
parent 934cd6a64b
commit 76383df567

View File

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