newLevel - towers
  please give feedback
boost level elements can now be pointed at any angle

paradigm shift costs 1 health, but cost increases after each use
  ejecting with paradigm shift tech sets their frequency to zero, so they don't show up again
polyurethane foam - makes more foam from super balls
bubble fusion - now works with any shield, but only once per mob
  so it triggers from the shieldingBoss
collider - has a higher chance to form tech vs. other power ups

removed all ON/OFF tech
  I just don't think they are fun

JUNK tech - wall jump

fixed some bugs

player damage reduction adjustment: 0.9x -> 0.89x per level per difficulty mode (1,2,4,5)
  on easy that's 0.28 -> 0.245 by level 12 (a 12% player damage nerf)
  on why a 50% player damage nerf by level 12
This commit is contained in:
landgreen
2024-04-28 09:55:12 -07:00
parent 3ce6becec9
commit 773ee5c1ae
12 changed files with 1012 additions and 621 deletions

View File

@@ -3790,7 +3790,7 @@ const b = {
this.force.y += this.mass * 0.001;
if (Matter.Query.collides(this, [player]).length) {
this.endCycle = 0
m.energy -= 0.05
m.energy -= 0.04
if (m.energy < 0) m.energy = 0
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
@@ -3828,8 +3828,8 @@ const b = {
if (!who.isInvulnerable) {
if (tech.oneSuperBall) mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
if (tech.isFoamBall) {
for (let i = 0, len = 5 * this.mass; i < len; i++) {
const radius = 5 + 8 * Math.random()
for (let i = 0, len = 6 * this.mass; i < len; i++) {
const radius = 6 + 9 * Math.random()
const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
}