gravityObservatory
new level: gravityObservatory
level: testChamber2 renamed gravityInterferometer
it has been added to the levels that are extra hard and only show up late game
it also got a bit hard with the addition of 1 more laser
deflected mob bullets are converted into small blocks
ablative drones is now a gun tech for drones
it makes ~33% more drones
1.033->1.05x sneak attack damage per coupling for cloaking field
bug fixes
extended vertical flip to edge cases:
trail left by snakeBoss
laser array from boss and mobs
springer,spiderBoss,mantisBoss constraints
subway: dark matter no longer removed if it gets too far from the player
training: fixed potential lock out from running out of ammo
training: fixed accidental difficulty increase
This commit is contained in:
23
js/mob.js
23
js/mob.js
@@ -658,29 +658,6 @@ const mobs = {
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this.cons.length = 100 + 1.5 * this.radius;
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this.cons2.length = 100 + 1.5 * this.radius;
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}
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// if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
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// const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
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// const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
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// this.springTarget.x = goal.x;
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// this.springTarget.y = goal.y;
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// // this.springTarget.x = this.seePlayer.position.x;
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// // this.springTarget.y = this.seePlayer.position.y;
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// this.cons.length = -200;
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// this.cons2.length = 100 + 1.5 * this.radius;
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// } else if (!(simulation.cycle % this.seePlayerFreq)) {
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// const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
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// const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
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// this.springTarget2.x = goal.x;
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// this.springTarget2.y = goal.y;
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// // this.springTarget2.x = this.seePlayer.position.x;
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// // this.springTarget2.y = this.seePlayer.position.y;
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// this.cons.length = 100 + 1.5 * this.radius;
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// this.cons2.length = -200;
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// }
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}
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}
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}
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