supercapacitor - overfill energy decays 66% slower

This commit is contained in:
landgreen
2020-11-16 19:30:01 -08:00
parent 7c52af4b90
commit f32bfba7a1
5 changed files with 57 additions and 26 deletions

View File

@@ -2110,7 +2110,7 @@ const spawn = {
},
seeker(x, y, radius = 5, sides = 0) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(150,150,255)");
mobs.spawn(x, y, sides, radius, "rgb(255,0,255)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function() {
@@ -2196,9 +2196,9 @@ const spawn = {
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0011 * game.accelScale;
me.memory = 200;
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0013 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
@@ -2211,8 +2211,8 @@ const spawn = {
};
//snake tail
const nodes = Math.min(3 + Math.ceil(Math.random() * game.difficulty + 2), 8)
spawn.lineBoss(x + 105, y, "spawns", nodes);
const nodes = 2 + Math.min(3 + Math.ceil(Math.random() * game.difficulty + 2), 8)
spawn.lineBoss(x + 105, y, "snakeBody", nodes);
//constraint boss with first 3 mobs in lineboss
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes],
@@ -2234,6 +2234,27 @@ const spawn = {
World.add(engine.world, consBB[consBB.length - 1]);
},
snakeBody(x, y, radius = 20) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.onHit = function() {
//run this function on hitting player
this.explode();
};
me.collisionFilter.mask = cat.bullet | cat.player
// me.g = 0.0002; //required if using 'gravity'
// me.accelMag = 0 //0.001 * game.accelScale;
// me.memory = 0;
me.leaveBody = false;
// me.seePlayerFreq = Math.round((80 + 50 * Math.random()) * game.lookFreqScale);
me.frictionAir = 0.02;
me.do = function() {
// this.gravity();
// this.seePlayerCheck();
this.checkStatus();
// this.attraction();
};
},
tetherBoss(x, y, radius = 90) {
// constrained mob boss for the towers level
// often has a ring of mobs around it