diff --git a/js/level.js b/js/level.js index 793c54b..e262f6f 100644 --- a/js/level.js +++ b/js/level.js @@ -2249,7 +2249,7 @@ const level = { // spawn.pulsarBoss(1900, -500) spawn.grenadierBoss(1900, -500) - spawn.shieldingBoss(1900, -500) + // spawn.shieldingBoss(1900, -500) // spawn.historyBoss(1200, -500) // spawn.laserTargetingBoss(1600, -400) // spawn.hopper(1600, -500) @@ -2263,7 +2263,7 @@ const level = { // spawn.laser(1200, -500) // spawn.shield(mob[mob.length - 1], 1800, -120, 1); - // spawn.nodeGroup(1200, -500, "grenadier") + spawn.nodeGroup(1200, -500, "grenadier") // spawn.snakeBoss(1200, -500) // spawn.suckerBoss(2900, -500) // spawn.randomMob(1600, -500) @@ -3921,7 +3921,7 @@ const level = { powerUps.spawn(-4200, -700, "ammo"); powerUps.spawn(-4000, -700, "ammo"); spawn.mapRect(-4450, -1000, 100, 500); - spawn.bodyRect(-3576, -750, 150, 150); + spawn.bodyRect(-3500, -750, 150, 150); //building 1 spawn.bodyRect(-1000, -675, 25, 25); diff --git a/js/spawn.js b/js/spawn.js index f898845..4793c55 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -3017,8 +3017,8 @@ const spawn = { for (let i = 0; i < 6; i++) { spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale); const who = mob[mob.length - 1] - who.collisionFilter.category = 0 - who.collisionFilter.mask = 0 + // who.collisionFilter.category = 0 + who.collisionFilter.mask = cat.player | cat.map; const speed = 4 * simulation.accelScale; const angle = 2 * Math.PI * i / 6 Matter.Body.setVelocity(who, { @@ -3034,8 +3034,8 @@ const spawn = { this.grenadeLimiter += 60 spawn.grenade(this.position.x, this.position.y, 2, 4, 80 + Math.floor(60 * Math.random())); const who = mob[mob.length - 1] - who.collisionFilter.category = 0 - who.collisionFilter.mask = 0 + // who.collisionFilter.category = 0 + who.collisionFilter.mask = cat.player | cat.map; const velocity = Vector.mult(Vector.normalise(Vector.sub(player.position, who.position)), 3 * Math.sqrt(simulation.accelScale) + 4 * Math.random()) Matter.Body.setVelocity(who, { x: this.velocity.x + velocity.x, @@ -3174,8 +3174,8 @@ const spawn = { }; me.onDeath = function() { //helps collisions functions work better after vertex have been changed spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale); - mob[mob.length - 1].collisionFilter.category = 0 - mob[mob.length - 1].collisionFilter.mask = 0 + // mob[mob.length - 1].collisionFilter.category = 0 + mob[mob.length - 1].collisionFilter.mask = cat.player | cat.map; } // spawn.shield(me, x, y); me.do = function() { diff --git a/todo.txt b/todo.txt index a86c7a4..5493a5c 100644 --- a/todo.txt +++ b/todo.txt @@ -1,8 +1,5 @@ ******************************************************** NEXT PATCH ******************************************************** -new mobs - grenadier and grenadierBoss - -tech drone repair has a 25% chance to use ammo, was 33% ******************************************************** TODO ********************************************************