elevator
cleaned up elevator physics, added ability to hold the elevator at one location added elevator with a on/off button to level highrise (0.6 chance to show up)
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@@ -1266,7 +1266,7 @@ const spawn = {
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let targets = [] //track who is in the node boss, for shields
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mobs.spawn(x, y, 6, radius, "#b386e8");
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let me = mob[mob.length - 1];
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Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
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me.isBoss = true;
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targets.push(me.id) //add to shield protection
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me.friction = 0;
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@@ -1328,7 +1328,7 @@ const spawn = {
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for (let i = 0; i < nodes; ++i) {
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spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius, 12);
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Matter.Body.setDensity(mob[mob.length - 1], 0.002); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(mob[mob.length - 1], 0.004); //extra dense //normal is 0.001 //makes effective life much larger
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targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
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}
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@@ -3347,7 +3347,7 @@ const spawn = {
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me.seeAtDistance2 = 2000000;
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me.memory = Infinity;
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me.frictionAir = 0.01;
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me.accelMag = 0.00004 * simulation.accelScale;
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me.accelMag = 0.00003 * simulation.accelScale;
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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spawn.shield(me, x, y, 1);
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