decloaking damage
cloaking +damage occurs for 2 seconds after decloaking need to cloak for 4 seconds to get the full 2 seconds of +damage ambush 666% -> 555% damage boson composite drains 25% more energy when you move through mobs nail gun gets 20% more ammo harpoons now properly do damage on the frame before they retract smelting removes 10% more ammo to get another harpoon for railgun grenade fireworks explosive petals are 25% closer together
This commit is contained in:
26
js/spawn.js
26
js/spawn.js
@@ -245,7 +245,7 @@ const spawn = {
|
||||
me.showHealthBar = false;
|
||||
me.collisionFilter.category = 0;
|
||||
me.collisionFilter.mask = 0; //cat.player //| cat.body
|
||||
me.chaseSpeed = 1 + 1.5 * Math.random()
|
||||
me.chaseSpeed = 1 + 2 * Math.random()
|
||||
|
||||
me.awake = function() {
|
||||
//chase player
|
||||
@@ -275,35 +275,11 @@ const spawn = {
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
//aoe damage to mobs
|
||||
// for (let i = 0, len = mob.length; i < len; i++) {
|
||||
// if (!mob[i].isShielded && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radius) {
|
||||
// let dmg = m.dmgScale * 0.082
|
||||
// if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
|
||||
// if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
|
||||
// mob[i].damage(dmg);
|
||||
// if (tech.isNeutronSlow) {
|
||||
// Matter.Body.setVelocity(mob[i], {
|
||||
// x: mob[i].velocity.x * this.vacuumSlow,
|
||||
// y: mob[i].velocity.y * this.vacuumSlow
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
//draw
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
|
||||
// ctx.fillStyle = "hsla(160, 100%, 35%,0.75)" //"rgba(255,0,255,0.2)";
|
||||
// ctx.globalCompositeOperation = "lighter"
|
||||
ctx.fillStyle = `rgba(25,139,170,${0.2 + 0.12 * Math.random()})`;
|
||||
ctx.fill();
|
||||
this.radius = 100 * (1 + 0.25 * Math.sin(simulation.cycle * 0.03))
|
||||
// ctx.fillStyle = "#fff";
|
||||
// ctx.globalCompositeOperation = "difference";
|
||||
// ctx.fill();
|
||||
// ctx.globalCompositeOperation = "source-over"
|
||||
}
|
||||
me.do = function() { //wake up after the player moves
|
||||
if (player.speed > 1 && !m.isCloak) {
|
||||
|
||||
Reference in New Issue
Block a user