endless experimental mode
"labs" is now in the normal map rotation experimental mode is now endless (no gauntlet, finalBoss, ...) fixed a bug that was giving experimental mode full life at the start perfect diamagnetism field has a 10% larger radius and arc the 1/15 second cooldown after blocking with perfect diamagnetism no longer stops you from blocking it still disables field damage effects and player recoil after blocking (for 1/15 of a second) mass-energy now works with catabolism by removing max energy to make ammo ergodicity - now reduces difficulty by 2 levels and prevent healing from heal power ups (was all healing) Noether violation gives even more forward recoil blinkBoss has more health, but it's much slower at easy difficulty
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13
js/spawn.js
13
js/spawn.js
@@ -1973,18 +1973,18 @@ const spawn = {
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mobs.spawn(x, y, 5, 50, "rgb(215,80,190)"); //"rgb(221,102,119)"
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let me = mob[mob.length - 1];
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Matter.Body.rotate(me, Math.PI * 0.1);
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Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
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me.isBoss = true;
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me.damageReduction = 0.25;
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me.frictionStatic = 0;
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me.friction = 0;
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me.memory = 240
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me.seePlayerFreq = 60
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me.delay = 20 + 20 * simulation.CDScale;
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me.delay = 16 + 30 * simulation.CDScale;
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me.nextBlinkCycle = me.delay;
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me.blinkRange = 235
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me.grenadeDelay = 30 + 50 * simulation.CDScale
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me.pulseRadius = 2 * Math.min(550, 250 + simulation.difficulty * 3)
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me.grenadeDelay = 30 + 60 * simulation.CDScale
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me.pulseRadius = 2 * Math.min(550, 220 + simulation.difficulty * 4)
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spawn.shield(me, x, y, 1);
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me.onDamage = function() {
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// this.cd = simulation.cycle + this.delay;
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@@ -2001,6 +2001,7 @@ const spawn = {
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y: speed * Math.sin(angle)
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});
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}
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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}
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me.do = function() {
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this.seePlayerByHistory()
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@@ -3310,8 +3311,8 @@ const spawn = {
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};
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me.showHealthBar = false;
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me.collisionFilter.category = cat.mobBullet;
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// me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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me.collisionFilter.mask = 0
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me.collisionFilter.mask = cat.map | cat.body
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// me.collisionFilter.mask = 0
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me.do = function() {
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this.timeLimit();
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ctx.beginPath(); //draw explosion outline
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