nerfed timeskip boss
This commit is contained in:
15
js/spawn.js
15
js/spawn.js
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user