dripp
new community map: dripp! enable the 13 community maps in settings
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@@ -958,13 +958,16 @@ const spawn = {
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me.cellID = cellID
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me.accelMag = 0.000165 * simulation.accelScale;
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me.memory = Infinity;
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me.leaveBody = false;
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me.isVerticesChange = true
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seeAtDistance2 = 1400000;
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me.cellMassMax = 70
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body | cat.map
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Matter.Body.setDensity(me, 0.00035) // normal density is 0.001 // this reduces life by half and decreases knockback
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Matter.Body.setDensity(me, 0.0002 + 0.00001 * simulation.difficulty) // normal density is 0.001
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me.damageReduction = 0.17 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //me.damageReductionGoal
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const k = 642 //k=r^2/m
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me.split = function() {
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Matter.Body.scale(this, 0.45, 0.45);
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@@ -979,7 +982,6 @@ const spawn = {
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me.onDamage = function(dmg) {
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if (Math.random() < 0.34 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
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}
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me.damageReduction = 0.17 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //me.damageReductionGoal
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me.do = function() {
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this.seePlayerByDistOrLOS();
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this.checkStatus();
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@@ -1016,7 +1018,6 @@ const spawn = {
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if (count < 1) { //only drop a power up if this is the last cell
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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} else {
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this.leaveBody = false;
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this.isDropPowerUp = false;
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}
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}
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@@ -2462,7 +2463,6 @@ const spawn = {
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ctx.stroke();
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}
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, this.laserRange * 0.9, 0, 2 * Math.PI);
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// ctx.strokeStyle = "rgba(150,0,255,0.5)";
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