nerfed timeskip boss
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@@ -771,7 +771,7 @@ const level = {
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spawn.randomBoss(2225, -1325, 0.4);
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spawn.randomBoss(2225, -1325, 0.4);
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spawn.randomBoss(4900, -1200, 0);
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spawn.randomBoss(4900, -1200, 0);
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//spawn.randomBoss(4850, -1250,0.7);
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//spawn.randomBoss(4850, -1250,0.7);
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if (game.difficulty > 4) spawn.randomLevelBoss(3200, -2050);
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if (game.difficulty > 3) spawn.randomLevelBoss(3200, -2050);
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},
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},
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aerie() {
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aerie() {
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// game.setZoom(3000);
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// game.setZoom(3000);
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15
js/spawn.js
15
js/spawn.js
@@ -80,7 +80,8 @@ const spawn = {
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},
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},
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randomLevelBoss(x, y) {
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randomLevelBoss(x, y) {
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// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
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// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
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const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"]
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// const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"]
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const options = ["timeSkipBoss"]
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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},
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//mob templates *********************************************************************************************
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//mob templates *********************************************************************************************
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@@ -638,17 +639,21 @@ const spawn = {
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}
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}
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}
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}
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},
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},
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timeSkipBoss(x, y, radius = 60) {
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timeSkipBoss(x, y, radius = 45) {
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mobs.spawn(x, y, 6, radius, '#000');
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mobs.spawn(x, y, 6, radius, '#000');
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let me = mob[mob.length - 1];
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let me = mob[mob.length - 1];
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// me.stroke = "transparent"; //used for drawSneaker
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// me.stroke = "transparent"; //used for drawSneaker
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me.timeSkipLastCycle = 0
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me.timeSkipLastCycle = 0
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me.eventHorizon = 1500; //required for black hole
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me.eventHorizon = 1500; //required for black hole
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me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
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me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
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me.accelMag = 0.00022 * game.accelScale;
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me.accelMag = 0.0002 * game.accelScale;
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// me.frictionAir = 0.005;
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// me.frictionAir = 0.005;
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// me.memory = 1600;
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// me.memory = 1600;
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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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// Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.0015 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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spawn.shield(me, x, y, 1);
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me.onDeath = function () {
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me.onDeath = function () {
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//applying forces to player doesn't seem to work inside this method, not sure why
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//applying forces to player doesn't seem to work inside this method, not sure why
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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@@ -665,7 +670,7 @@ const spawn = {
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this.checkStatus();
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this.checkStatus();
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this.attraction()
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this.attraction()
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if (!game.isTimeSkipping) {
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if (!game.isTimeSkipping) {
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const compress = 2
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const compress = 1
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if (this.timeSkipLastCycle < game.cycle - compress &&
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if (this.timeSkipLastCycle < game.cycle - compress &&
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Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
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Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
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this.timeSkipLastCycle = game.cycle
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this.timeSkipLastCycle = game.cycle
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