shieldingBoss
shieldingBoss stops re-shielding after taking damage 25% more health re-shielding Cooldown is 25% shorter you can pick up ammo with laser again it was too annoying to switch guns you have 1/2 second harm immunity after leaving a portal lore conversations are better at recovering from speech API freezes (if the speech API doesn't work after 10 seconds it switches to pure text)
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22
js/spawn.js
22
js/spawn.js
@@ -3293,7 +3293,7 @@ const spawn = {
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// me.stroke = "rgb(220,220,255)"
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me.isBoss = true;
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me.cycle = 0
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me.maxCycles = 150;
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me.maxCycles = 120;
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me.frictionStatic = 0;
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me.friction = 0;
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me.frictionAir = 0.5;
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@@ -3301,17 +3301,18 @@ const spawn = {
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spawn.shield(me, x, y, 1);
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spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
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Matter.Body.setDensity(me, 0.003); //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.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
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};
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me.onDamage = function() {};
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me.onDamage = function() {
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this.cycle = 0
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};
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me.do = function() {
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this.checkStatus();
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//draw cycle timer
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ctx.beginPath();
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ctx.beginPath(); //draw cycle timer
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ctx.moveTo(this.vertices[this.vertices.length - 1].x, this.vertices[this.vertices.length - 1].y)
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const phase = (this.vertices.length + 1) * this.cycle / this.maxCycles
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if (phase > 1) ctx.lineTo(this.vertices[0].x, this.vertices[0].y)
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@@ -3336,13 +3337,8 @@ const spawn = {
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}
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if (!this.isShielded && this.alive) spawn.shield(this, this.position.x, this.position.y, 1, true);
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ctx.lineWidth = 20
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// ctx.lineCap = "round";
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ctx.strokeStyle = "rgba(200,200,255,0.9)"
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ctx.strokeStyle = "rgb(200,200,255)"
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ctx.stroke();
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//return to starting location
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// const sub = Vector.sub(this.homePosition, this.position)
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// const dist = Vector.magnitude(sub)
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// if (dist > 350) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.05)
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}
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}
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};
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@@ -3827,8 +3823,8 @@ const spawn = {
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me.stroke = "transparent"; //used for drawGhost
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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 = 0.00003 * simulation.accelScale;
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me.frictionAir = 0.02;
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me.accelMag = 0.00014 * Math.sqrt(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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