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:
11
js/spawn.js
11
js/spawn.js
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user