various bug fixes after making mods.js
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37
js/spawn.js
37
js/spawn.js
@@ -1465,6 +1465,43 @@ const spawn = {
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this.launch();
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};
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},
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launcherBoss(x, y, radius = 100) {
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mobs.spawn(x, y, 3, radius, "rgb(175,125,255)");
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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me.isVerticesChange = true
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me.memory = 240;
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me.homePosition = {
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x: x,
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y: y
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};
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me.fireFreq = 0.015;
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me.noseLength = 0;
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me.fireAngle = 0;
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me.accelMag = 0.005 * game.accelScale;
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me.frictionAir = 0.05;
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me.lookTorque = 0.000007 * (Math.random() > 0.5 ? -1 : 1);
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me.fireDir = {
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x: 0,
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y: 0
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};
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Matter.Body.setDensity(me, 0.02 + 0.0008 * Math.sqrt(game.difficulty)); //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.do = function () {
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this.seePlayerByLookingAt();
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this.checkStatus();
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this.launch();
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//gently 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 > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
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};
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},
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seeker(x, y, radius = 6, sides = 0) {
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//bullets
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mobs.spawn(x, y, sides, radius, "rgb(0,0,255)");
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