invulnerable
powerUpBoss & powerUpBossBaby go invulnerable for a second after they die powerUpBossBaby is even smaller, and a bit slower growBoss goes invulnerable for a second after one of it dies shieldingBoss makes shields that are 50% stronger, shieldingBoss has 40% lower health
This commit is contained in:
10
js/level.js
10
js/level.js
@@ -2344,8 +2344,8 @@ const level = {
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(3200, -500)
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// spawn.powerUpBossBaby(3200, -500)
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spawn.powerUpBoss(3200, -500)
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spawn.powerUpBossBaby(3200, -500)
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// spawn.snakeBoss(1700, -500)
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// spawn.streamBoss(3200, -500)
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// spawn.pulsarBoss(1700, -500)
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@@ -2360,14 +2360,14 @@ const level = {
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// spawn.blinkBoss(3200, -500)
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// spawn.mantisBoss(1700, -500)
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// spawn.tetherBoss(1700, -500) //go to actual level?
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spawn.revolutionBoss(1900, -500)
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// spawn.revolutionBoss(1900, -500)
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// spawn.bomberBoss(1400, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1700, -500)
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// spawn.launcherOne(1700, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.pulsar(1900, -500)
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spawn.pulsar(1900, -500)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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// mob[mob.length - 1].isShielded = true
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// spawn.nodeGroup(1200, 0, "grenadier")
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