spider boss
large mods shrink on death instead of disappearing new boss mob: spiderBoss mod - Bayesian interference -> determinism spawn 4 mods and 2 heals, future power ups are limited to one choice mod - Leveraged investments -> Bayesian interference 33% chance for double power ups to drop, remove all future ammo power ups (serious progress on my level construction tools, but it's not ready yet)
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17
js/player.js
17
js/player.js
@@ -371,7 +371,7 @@ const mech = {
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if (b.mods[i].count < b.mods[i].maxCount &&
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b.mods[i].name !== "quantum immortality" &&
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b.mods[i].name !== "Born rule" &&
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b.mods[i].name !== "leveraged investment" &&
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b.mods[i].name !== "determinism" &&
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b.mods[i].name !== "reallocation" &&
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b.mods[i].allowed()
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) options.push(i);
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@@ -603,7 +603,7 @@ const mech = {
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// freeze game and display a full screen red color
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if (dmg > 0.05) {
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if (dmg > 0.15 * mech.holdingMassScale) mech.drop(); //drop block if holding
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if (dmg > 0.20 * mech.holdingMassScale) mech.drop(); //drop block if holding
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsInterval = 1000 / game.fpsCap;
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} else {
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@@ -714,6 +714,13 @@ const mech = {
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mech.knee.x = (l / d) * (mech.foot.x - mech.hip.x) - (h / d) * (mech.foot.y - mech.hip.y) + mech.hip.x + offset;
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mech.knee.y = (l / d) * (mech.foot.y - mech.hip.y) + (h / d) * (mech.foot.x - mech.hip.x) + mech.hip.y;
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},
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// collisionImmune: false,
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// beginCollisionImmune() {
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// },
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// endCollisionImmune() {
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// },
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draw() {
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// mech.fillColor = (mech.collisionImmuneCycle < mech.cycle) ? "#fff" : "rgba(255,255,255,0.1)" //"#cff"
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ctx.fillStyle = mech.fillColor;
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@@ -721,6 +728,12 @@ const mech = {
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//draw body
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ctx.save();
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// if (mech.collisionImmuneCycle < mech.cycle) {
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// ctx.globalAlpha = 1
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// if (mech.collisionImmune) mech.collisionImmune = false;
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// } else {
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// ctx.globalAlpha = 0.7
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// }
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ctx.globalAlpha = (mech.collisionImmuneCycle < mech.cycle) ? 1 : 0.7
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ctx.translate(mech.pos.x, mech.pos.y);
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mech.calcLeg(Math.PI, -3);
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