crystallizer

random tech spawn chance now scales with levels clear (zero chance after level 10)
  (it used to scale with total tech acquired, but you probably will not even notice this change)

tech: crystallizer - mods produce ice-IX crystals when they die

tech pulse and tech slow light now work together for laser beam,
 (I think it is pretty dangerous to try them together though)
This commit is contained in:
landgreen
2021-05-08 07:35:25 -07:00
parent 59b124392c
commit ce169ba860
8 changed files with 104 additions and 65 deletions

View File

@@ -606,7 +606,7 @@ const spawn = {
me.seeAtDistance2 = 200000 //1400000;
me.cellMassMax = 70
me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet | cat.body //| cat.map //"rgba(255,60,0,0.3)"
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
// spawn.shield(me, x, y, 1);
@@ -687,7 +687,7 @@ const spawn = {
me.seeAtDistance2 = 1000000;
me.accelMag = 0.0005 * simulation.accelScale;
Matter.Body.setDensity(me, 0.00035); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player | cat.body
me.collisionFilter.mask = cat.bullet | cat.player //| cat.body
me.memory = Infinity;
me.seePlayerFreq = 30
me.lockedOn = null;
@@ -3168,7 +3168,7 @@ const spawn = {
me.memory = Infinity;
me.frictionAir = 0.01;
me.accelMag = 0.00004 * simulation.accelScale;
me.collisionFilter.mask = cat.player | cat.bullet | cat.body
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
spawn.shield(me, x, y, 1);
const rangeInnerVsOuter = Math.random()