diff --git a/js/bullets.js b/js/bullets.js
index c7f605e..b30d890 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -160,7 +160,7 @@ const b = {
},
{
name: "electric reactive armour",
- description: "explosions do no harm, but drain energy",
+ description: "explosions do you no harm, but drain energy",
maxCount: 1,
count: 0,
allowed() {
diff --git a/js/level.js b/js/level.js
index b4fe94e..d10a275 100644
--- a/js/level.js
+++ b/js/level.js
@@ -13,7 +13,7 @@ const level = {
levelsCleared: 0,
start() {
if (level.levelsCleared === 0) {
- level.difficultyIncrease(4)
+ level.difficultyIncrease(5)
b.giveGuns("minigun")
// mech.setField("phase decoherence field")
// b.giveMod("ground stomp");
@@ -1236,11 +1236,11 @@ const level = {
spawn.randomMob(-550, -100, -0.1);
spawn.randomBoss(-3250, -2700, 0.2);
spawn.randomBoss(-2450, -1100, 0);
- if (game.difficulty > 3) {
+ if (game.difficulty > 4) {
const x = -2000 - Math.floor(1600 * Math.random());
const y = -2700 - Math.floor(600 * Math.random());
const d = 800;
- for (let i = 0; i < 5; i++) {
+ for (let i = 0; i < 7; i++) {
spawn.cellBoss(x + Math.floor(d * (Math.random() - 0.5)), y + Math.floor(d * (Math.random() - 0.5)));
}
}
diff --git a/js/spawn.js b/js/spawn.js
index 059af3e..1ca6bf7 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -146,47 +146,49 @@ const spawn = {
mobs.spawn(x, y, 0, radius, "rgba(0,150,155,0.7)");
let me = mob[mob.length - 1];
me.isCell = true;
- me.accelMag = 0.00025 * game.accelScale;
+ me.accelMag = 0.00024 * game.accelScale;
me.memory = 60;
me.frictionAir = 0.012
- me.seePlayerFreq = Math.floor(5 + 5 * Math.random())
- me.seeAtDistance2 = 9000000;
- me.cellMassMax = 100
+ me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
+ me.seeAtDistance2 = 1500000;
+ me.cellMassMax = 90
me.collisionFilter.mask = cat.player | cat.bullet
- // Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
+ Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
+ // console.log(me.mass, me.radius)
+ const k = 642 //k=r^2/m
me.split = function () {
- Matter.Body.scale(this, 0.5, 0.5);
- this.radius = Math.sqrt(this.mass * 1100 / Math.PI)
+ Matter.Body.scale(this, 0.4, 0.4);
+ this.radius = Math.sqrt(this.mass * k / Math.PI)
spawn.cellBoss(this.position.x, this.position.y, this.radius);
}
me.onHit = function () { //run this function on hitting player
this.split();
};
me.onDamage = function (dmg) {
- if (Math.random() * 1.8 < dmg && this.health > dmg) this.split();
+ if (Math.random() < 0.16 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
}
me.do = function () {
if (!mech.isBodiesAsleep) {
- this.seePlayerByDistAndLOS();
+ this.seePlayerByDistOrLOS();
this.attraction();
if (this.mass < this.cellMassMax) { //grow cell radius
- const scale = 1 + 0.00015 * this.cellMassMax / this.mass;
+ const scale = 1 + 0.0002 * this.cellMassMax / this.mass;
Matter.Body.scale(this, scale, scale);
- this.radius = Math.sqrt(this.mass * 1100 / Math.PI)
+ this.radius = Math.sqrt(this.mass * k / Math.PI)
}
if (!(game.cycle % this.seePlayerFreq)) { //move away from other mobs
- const repelRange = 70
- const attractRange = 600
+ const repelRange = 200
+ const attractRange = 800
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isCell && mob[i].id !== this.id) {
const sub = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(sub)
if (dist < repelRange) {
- this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
+ this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.006)
} else if (dist > attractRange) {
- this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.0015)
+ this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.004)
}
}
}