added no power up setting to custom
This commit is contained in:
22
js/spawn.js
22
js/spawn.js
@@ -232,8 +232,8 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.frictionAir = 0.01
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me.seeAtDistance2 = 9000000;
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me.accelMag = 0.00065 * game.accelScale;
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me.seeAtDistance2 = 1000000;
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me.accelMag = 0.0005 * game.accelScale;
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Matter.Body.setDensity(me, 0.0006); //normal is 0.001
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me.collisionFilter.mask = cat.bullet | cat.player
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me.memory = Infinity;
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@@ -1682,9 +1682,9 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.stroke = "transparent";
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me.onHit = function () {
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this.explode(this.mass * 10);
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this.explode(this.mass * 20);
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};
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Matter.Body.setDensity(me, 0.0001); //normal is 0.001
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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me.timeLeft = 200;
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me.g = 0.001; //required if using 'gravity'
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me.frictionAir = 0;
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@@ -1704,7 +1704,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.stroke = "transparent";
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me.onHit = function () {
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this.explode(this.mass * 10);
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this.explode(this.mass * 120);
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};
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me.onDeath = function () {
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if (game.difficulty > 4) {
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@@ -1736,7 +1736,7 @@ const spawn = {
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});
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}
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}
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Matter.Body.setDensity(me, 0.0001); //normal is 0.001
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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me.timeLeft = 140 + Math.floor(Math.random() * 30);
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me.g = 0.001; //required if using 'gravity'
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me.frictionAir = 0;
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@@ -1867,9 +1867,9 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.stroke = "transparent";
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me.onHit = function () {
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this.explode(this.mass * 10);
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this.explode(this.mass * 20);
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};
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Matter.Body.setDensity(me, 0.0001); //normal is 0.001
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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me.timeLeft = 240;
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me.g = 0.001; //required if using 'gravity'
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me.frictionAir = 0;
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@@ -1956,13 +1956,13 @@ const spawn = {
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},
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seeker(x, y, radius = 5, sides = 0) {
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//bullets
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mobs.spawn(x, y, sides, radius, "rgb(100,100,255)");
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mobs.spawn(x, y, sides, radius, "rgb(150,150,255)");
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let me = mob[mob.length - 1];
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me.stroke = "transparent";
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me.onHit = function () {
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this.explode(this.mass * 10);
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this.explode(this.mass * 20);
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};
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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Matter.Body.setDensity(me, 0.00002); //normal is 0.001
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me.timeLeft = 420 * (0.8 + 0.4 * Math.random());
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me.accelMag = 0.00017 * (0.8 + 0.4 * Math.random()) * game.accelScale;
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me.frictionAir = 0.01 * (0.8 + 0.4 * Math.random());
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