flechettes pierce

above level 20 boss power ups only drop on even levels
removed mod ablative mines  (was buggy, and too similar to ablative drones)
flechettes get stuck in walls
flechettes do no damage to mobs on hit
flechettes do more damage over time, and have more ammo
mod - flechettes pierce mobs
mod - mutualism: each spore does 2x damage but they borrow 1% life from player
This commit is contained in:
landgreen
2020-05-31 09:11:53 -07:00
parent 7a89051384
commit e14a56f362
9 changed files with 249 additions and 113 deletions

View File

@@ -83,8 +83,7 @@ const spawn = {
},
randomLevelBoss(x, y) {
// other bosses: suckerBoss, laserBoss, tetherBoss, snakeBoss //all need a particular level to work so they are not included
// "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss",
const options = ["laserTargetingBoss"] // , "timeSkipBoss"
const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss"] // , "timeSkipBoss"
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
//mob templates *********************************************************************************************
@@ -893,17 +892,17 @@ const spawn = {
};
}
},
laserTargetingBoss(x, y, radius = 70) {
laserTargetingBoss(x, y, radius = 65) {
const color = "#05f"
mobs.spawn(x, y, 3, radius, color);
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.0006 * game.accelScale;
me.accelMag = 0.0005 * game.accelScale;
me.seePlayerFreq = Math.floor(25 * game.lookFreqScale);
me.memory = 600;
me.restitution = 1;
me.frictionAir = 0.06;
me.frictionAir = 0.05;
me.frictionStatic = 0;
me.friction = 0;
@@ -913,7 +912,7 @@ const spawn = {
x: 0,
y: 0
}
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.025); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onHit = function () {
//run this function on hitting player