missile-bot

missile-bot tech now removes your missile gun, but missile bot fires much faster
  missile-bot now benefits from all missile tech

rail gun has a bit less ammo and fires a bit faster
  in between how it is was in the last two patches
rail gun gets less energy from half-wave rectifier
This commit is contained in:
landgreen
2021-08-07 06:42:48 -07:00
parent aea9276cb2
commit c3b96f749e
8 changed files with 125 additions and 111 deletions

View File

@@ -754,9 +754,9 @@ const spawn = {
me.onDamage = function(dmg) {
if (Math.random() < 0.33 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
}
me.damageReduction = 0.25
me.damageReduction = 0.2 //me.damageReductionGoal
me.do = function() {
// this.armor();
// // this.armor();
if (!m.isBodiesAsleep) {
this.seePlayerByDistOrLOS();
this.checkStatus();
@@ -1488,12 +1488,12 @@ const spawn = {
let targets = [] //track who is in the node boss, for shields
mobs.spawn(x, y, 6, radius, "#b386e8");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.0035); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0032); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
targets.push(me.id) //add to shield protection
me.friction = 0;
me.frictionAir = 0.0065;
me.frictionAir = 0.0067;
me.lookTorque = 0.0000008; //controls spin while looking for player
me.g = 0.0002; //required if using 'gravity'
me.seePlayerFreq = Math.round((30 + 20 * Math.random()) * simulation.lookFreqScale);
@@ -1679,7 +1679,7 @@ const spawn = {
}
mobs.spawn(x, y, 0, radius, "transparent");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.20); //extra dense //normal is 0.001
Matter.Body.setDensity(me, 0.21); //extra dense //normal is 0.001
me.laserRange = 300;
me.seeAtDistance2 = 2000000;
me.isBoss = true;
@@ -1693,7 +1693,7 @@ const spawn = {
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25
me.damageReduction = 0.25 // me.damageReductionGoal
me.awake = function() {
// this.armor();
this.checkStatus();
@@ -3138,7 +3138,7 @@ const spawn = {
}
};
},
launcherBoss(x, y, radius = 85) {
launcherBoss(x, y, radius = 90) {
mobs.spawn(x, y, 6, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
@@ -3153,7 +3153,7 @@ const spawn = {
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
Matter.Body.setDensity(me, 0.002 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0022 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
@@ -3925,7 +3925,7 @@ const spawn = {
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.002 + 0.00025 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0017 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 2000000;