shape memory
shape-memory alloy now also increases 100% heal power ups when "ON" smelting makes multiple harpoons that fire in a quick succession instead of at different angles costs 2 less ammo harpoon tech filament gives +20% longer rope per ammo ground state: 66->50% less passive energy generation grenadier mobs have a much longer delay before they explode on death level based lasers now damage mobs but don't trick mobs into touching the laser, it's rude bug fixes
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36
js/spawn.js
36
js/spawn.js
@@ -3875,12 +3875,8 @@ const spawn = {
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// this.isInvulnerable = true
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// this.damageReduction = 0
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} else {
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if (Math.abs(this.velocity.y) < 15) {
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Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 });
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}
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if (Math.abs(this.velocity.x) < 11) {
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Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y });
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}
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if (Math.abs(this.velocity.y) < 15) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 });
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if (Math.abs(this.velocity.x) < 11) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y });
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}
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if (this.isInvulnerable) {
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@@ -4956,24 +4952,26 @@ const spawn = {
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spawn.spawnOrbitals(me, radius + 200, 1);
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Matter.Body.setDensity(me, 0.004 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function() { //helps collisions functions work better after vertex have been changed
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for (let i = 0; i < 6; i++) {
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spawn.grenade(this.position.x, this.position.y, 75 * simulation.CDScale);
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const who = mob[mob.length - 1]
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const speed = 4 * simulation.accelScale;
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const angle = 2 * Math.PI * i / 6
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Matter.Body.setVelocity(who, {
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x: speed * Math.cos(angle),
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y: speed * Math.sin(angle)
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});
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}
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setTimeout(() => { //fix mob in place, but allow rotation
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for (let i = 0, len = 6; i < len; i++) {
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const speed = 2.25 * simulation.accelScale;
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const angle = 2 * Math.PI * i / len
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spawn.grenade(this.position.x, this.position.y, 170 * simulation.CDScale);
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const who = mob[mob.length - 1]
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Matter.Body.setVelocity(who, {
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x: speed * Math.cos(angle),
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y: speed * Math.sin(angle)
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});
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}
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}, 200);
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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}
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me.grenadeLimiter = 0
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me.onDamage = function() {
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if (this.grenadeLimiter < 240) {
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if (this.grenadeLimiter < 240 && this.health > 0) {
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this.grenadeLimiter += 60
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spawn.grenade(this.position.x, this.position.y, 80 + Math.floor(60 * Math.random()));
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const who = mob[mob.length - 1]
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who = mob[mob.length - 1]
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const velocity = Vector.mult(Vector.normalise(Vector.sub(player.position, who.position)), 3 * Math.sqrt(simulation.accelScale) + 4 * Math.random())
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Matter.Body.setVelocity(who, {
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x: this.velocity.x + velocity.x,
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@@ -5011,7 +5009,7 @@ const spawn = {
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y: 0
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};
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me.onDeath = function() { //helps collisions functions work better after vertex have been changed
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spawn.grenade(this.position.x, this.position.y, 75 * simulation.CDScale);
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spawn.grenade(this.position.x, this.position.y, 200 * simulation.CDScale);
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// mob[mob.length - 1].collisionFilter.category = 0
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mob[mob.length - 1].collisionFilter.mask = cat.player | cat.map;
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}
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