nerfed timeskip boss

This commit is contained in:
landgreen
2020-04-06 09:13:00 -07:00
parent 6c73043c9f
commit 934cd6a64b
2 changed files with 11 additions and 6 deletions

View File

@@ -80,7 +80,8 @@ const spawn = {
},
randomLevelBoss(x, y) {
// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"]
// const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"]
const options = ["timeSkipBoss"]
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
//mob templates *********************************************************************************************
@@ -638,17 +639,21 @@ const spawn = {
}
}
},
timeSkipBoss(x, y, radius = 60) {
timeSkipBoss(x, y, radius = 45) {
mobs.spawn(x, y, 6, radius, '#000');
let me = mob[mob.length - 1];
// me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0
me.eventHorizon = 1500; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
me.accelMag = 0.00022 * game.accelScale;
me.accelMag = 0.0002 * game.accelScale;
// me.frictionAir = 0.005;
// me.memory = 1600;
Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
// Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0015 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onDeath = function () {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
@@ -665,7 +670,7 @@ const spawn = {
this.checkStatus();
this.attraction()
if (!game.isTimeSkipping) {
const compress = 2
const compress = 1
if (this.timeSkipLastCycle < game.cycle - compress &&
Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
this.timeSkipLastCycle = game.cycle