map: factory
  this is completely unbalanced, so let me know if what rough edges need to be sanded
  found on seed 47086 level 6

tech: ternary - +40 damage if any gun has ammo divisible by 3

level element: transport - horizontal moving platforms
level element: mover - stationary platform that pushes the player horizontally
  to see examples of transport and mover look in level.testing()
This commit is contained in:
landgreen
2023-03-04 09:37:11 -08:00
parent f9849d4222
commit d00a94a22b
10 changed files with 487 additions and 269 deletions

View File

@@ -2528,7 +2528,7 @@ const spawn = {
me.friction = 1
me.frictionStatic = 1
me.restitution = 0;
me.delay = 100 + 40 * simulation.CDScale;
me.delay = 120 + 40 * simulation.CDScale;
Matter.Body.rotate(me, Math.random() * Math.PI);
spawn.shield(me, x, y, 1);
me.onDeath = function() {
@@ -3029,21 +3029,16 @@ const spawn = {
mobs.spawn(x, y, 5, radius, "#6ba");
let me = mob[mob.length - 1];
me.babyList = [] //list of mobs that are apart of this boss
Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
me.damageReduction = 0.13 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
me.isBoss = true;
me.friction = 0;
me.frictionAir = 0.0067;
me.frictionAir = 0.006;
me.g = 0.0002; //required if using this.gravity
me.seePlayerFreq = 33;
me.seePlayerFreq = 31;
const springStiffness = 0.00003; //simulation.difficulty
const springDampening = 0.0002;
// const springStiffness = 0.00014;
// const springDampening = 0.0005;
me.springTarget = {
x: me.position.x,
y: me.position.y
@@ -4957,6 +4952,7 @@ const spawn = {
mobs.spawn(x, y, 16, radius, "rgb(255,255,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.isReactorBoss = true;
me.inertia = Infinity; //no rotation
me.burstFireFreq = 22 + Math.floor(13 * simulation.CDScale)
me.burstTotalPhases = 3 + Math.floor(1.4 / simulation.CDScale)
@@ -5060,6 +5056,7 @@ const spawn = {
let me = mob[mob.length - 1];
// Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
me.isReactorBoss = true;
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
@@ -5218,6 +5215,7 @@ const spawn = {
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
me.isReactorBoss = true;
Matter.Body.setDensity(me, 0.003); //normal is 0.001
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
@@ -5299,7 +5297,7 @@ const spawn = {
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
me.isReactorBoss = true;
me.inertia = Infinity;
me.frictionAir = 0.01
me.restitution = 1