path intergral
boss orbitals and mineBoss mines are destroyed when you deflect them with your field drones, spores and other bullets that target mobs, will not target invulnerable mobs timeSKipBoss is a bit slower with a bit less time skipping fixed color to better match level background colors JUNK tech: path integral - your next tech choice has almost all possible choices bug fixes
This commit is contained in:
16
js/spawn.js
16
js/spawn.js
@@ -2398,6 +2398,7 @@ const spawn = {
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me.memory = Infinity
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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ctx.setLineDash([]);
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};
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me.damageReduction = 0.35 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) // me.damageReductionGoal
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me.awake = function() {
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@@ -3784,6 +3785,7 @@ const spawn = {
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me.isDropPowerUp = false;
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me.isBadTarget = true;
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me.isMobBullet = true;
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me.isUnstable = true; //dies when blocked
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me.showHealthBar = false;
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me.explodeRange = 200 + 150 * Math.random()
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me.isExploding = false
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@@ -5179,16 +5181,16 @@ const spawn = {
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};
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},
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timeSkipBoss(x, y, radius = 50) {
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mobs.spawn(x, y, 15, radius, "rgb(150, 150, 255)");
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mobs.spawn(x, y, 15, radius, "transparent");
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.eventHorizon = 0; //set in mob loop
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me.frictionStatic = 0;
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me.friction = 0;
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me.frictionAir = 0.004;
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me.accelMag = 0.0001 + 0.00003 * simulation.accelScale
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me.accelMag = 0.00008 + 0.00002 * simulation.accelScale
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spawn.shield(me, x, y, 1);
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spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random(), true)
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spawn.spawnOrbitals(me, radius + 50 + 100 * 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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me.damageReduction = 0.07 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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@@ -5208,14 +5210,14 @@ const spawn = {
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this.seePlayerByHistory();
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this.attraction();
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this.checkStatus();
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this.eventHorizon = 950 + 170 * Math.sin(simulation.cycle * 0.005)
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this.eventHorizon = 900 + 200 * Math.sin(simulation.cycle * 0.005)
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if (!simulation.isTimeSkipping) {
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if (Vector.magnitude(Vector.sub(this.position, m.pos)) < this.eventHorizon) {
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this.attraction();
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this.damageReduction = this.startingDamageReduction
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this.isInvulnerable = false
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if (!(simulation.cycle % 15)) requestAnimationFrame(() => {
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simulation.timePlayerSkip(8)
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simulation.timePlayerSkip(5)
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simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
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}); //wrapping in animation frame prevents errors, probably
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@@ -5237,7 +5239,7 @@ const spawn = {
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simulation.camera();
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ctx.beginPath(); //gets rid of already draw shapes
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI, false); //part you can't see
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ctx.fillStyle = color.background;
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ctx.fillStyle = document.body.style.backgroundColor;
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ctx.fill();
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ctx.restore();
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})
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@@ -5854,7 +5856,7 @@ const spawn = {
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me.leaveBody = false;
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me.isDropPowerUp = false;
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me.isBadTarget = true;
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me.isUnblockable = true;
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me.isUnstable = true; //dies when blocked
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me.showHealthBar = false;
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me.isOrbital = true;
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// me.isShielded = true
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