added no power up setting to custom

This commit is contained in:
landgreen
2020-10-28 05:21:08 -07:00
parent c7048c9324
commit 7b620ca1f0
9 changed files with 163 additions and 145 deletions

View File

@@ -232,8 +232,8 @@ const spawn = {
let me = mob[mob.length - 1];
me.isBoss = true;
me.frictionAir = 0.01
me.seeAtDistance2 = 9000000;
me.accelMag = 0.00065 * game.accelScale;
me.seeAtDistance2 = 1000000;
me.accelMag = 0.0005 * game.accelScale;
Matter.Body.setDensity(me, 0.0006); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player
me.memory = Infinity;
@@ -1682,9 +1682,9 @@ const spawn = {
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
this.explode(this.mass * 20);
};
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 200;
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0;
@@ -1704,7 +1704,7 @@ const spawn = {
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
this.explode(this.mass * 120);
};
me.onDeath = function () {
if (game.difficulty > 4) {
@@ -1736,7 +1736,7 @@ const spawn = {
});
}
}
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 140 + Math.floor(Math.random() * 30);
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0;
@@ -1867,9 +1867,9 @@ const spawn = {
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
this.explode(this.mass * 20);
};
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 240;
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0;
@@ -1956,13 +1956,13 @@ const spawn = {
},
seeker(x, y, radius = 5, sides = 0) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(100,100,255)");
mobs.spawn(x, y, sides, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
this.explode(this.mass * 20);
};
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
Matter.Body.setDensity(me, 0.00002); //normal is 0.001
me.timeLeft = 420 * (0.8 + 0.4 * Math.random());
me.accelMag = 0.00017 * (0.8 + 0.4 * Math.random()) * game.accelScale;
me.frictionAir = 0.01 * (0.8 + 0.4 * Math.random());