orbital armor

finalBoss pushes away things between every phase
  it's much smaller in black hole phase and very hard to hit

timeBoss, shooterBoss, orbitalBoss, laserTargetingBoss have "orbital armor"
  orbitals have less health and move a bit slower
  orbitalBoss is slower and has more health
blinkBoss does much less collision damage
laserTargetingBoss does 2.5x damage but it's laser is only on 1/2 the time

URL builds share what mode molecular assembler is on
This commit is contained in:
landgreen
2022-07-19 18:55:27 -07:00
parent b7adeb0617
commit f3a115b237
6 changed files with 206 additions and 179 deletions

View File

@@ -339,8 +339,8 @@ const spawn = {
me.memory = Infinity;
me.hasRunDeathScript = false
me.locatePlayer();
const density = 0.2
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
// const density = 0.2
Matter.Body.setDensity(me, 0.2); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
me.onDeath = function() {
if (!this.hasRunDeathScript) {
@@ -477,21 +477,28 @@ const spawn = {
}
};
me.onDamage = function() {};
me.cycle = 420;
me.cycle = 660;
me.endCycle = 780;
me.totalCycles = 0
me.mode = 0;
me.damageReduction = 0.25 //reset on each new mode
me.pushAway = function(magX = 0.13, magY = 0.05) {
for (let i = 0, len = body.length; i < len; ++i) { //push blocks away horizontally
body[i].force.x += magX * body[i].mass * (body[i].position.x > this.position.x ? 1 : -1)
body[i].force.y -= magY * body[i].mass
}
for (let i = 0, len = bullet.length; i < len; ++i) { //push blocks away horizontally
bullet[i].force.x += magX * bullet[i].mass * (bullet[i].position.x > this.position.x ? 1 : -1)
bullet[i].force.y -= magY * bullet[i].mass
}
for (let i = 0, len = powerUp.length; i < len; ++i) { //push blocks away horizontally
powerUp[i].force.x += magX * powerUp[i].mass * (powerUp[i].position.x > this.position.x ? 1 : -1)
powerUp[i].force.y -= magY * powerUp[i].mass
}
player.force.x += magX * player.mass * (player.position.x > this.position.x ? 1 : -1)
player.force.y -= magY * player.mass
}
me.do = function() {
// this.armor();
// Matter.Body.setPosition(this, {
// x: x,
// y: y
// });
// Matter.Body.setVelocity(this, {
// x: 0,
// y: 0
// });
this.modeDo(); //this does different things based on the mode
this.checkStatus();
this.cycle++; //switch modes÷ if time isn't paused
@@ -501,30 +508,23 @@ const spawn = {
this.cycle = 0;
this.mode++
this.damageReduction = 0.25
if (this.totalCycles > 180) this.pushAway();
if (this.mode > 2) {
this.mode = 0;
this.fill = "#50f";
this.rotateVelocity = Math.abs(this.rotateVelocity) * (player.position.x > this.position.x ? 1 : -1) //rotate so that the player can get away
this.modeDo = this.modeLasers
//push blocks and player away, since this is the end of suck, and suck causes blocks to fall on the boss and stun it
Matter.Body.scale(this, 10, 10);
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.scale(this, 1000, 1000);
if (!this.isShielded) spawn.shield(this, this.position.x, this.position.y, 1); // regen shield to also prevent stun
for (let i = 0, len = body.length; i < len; ++i) { //push blocks away horizontally
if (body[i].position.x > this.position.x) {
body[i].force.x = 0.5
} else {
body[i].force.x = -0.5
}
}
} else if (this.mode === 1) {
this.fill = "#50f"; // this.fill = "rgb(150,150,255)";
this.modeDo = this.modeSpawns
} else if (this.mode === 2) {
this.fill = "#000";
this.modeDo = this.modeSuck
Matter.Body.scale(this, 0.1, 0.1);
Matter.Body.setDensity(me, 100 * density); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.scale(this, 0.001, 0.001);
this.damageReduction = 0.000025
}
if (tech.isGunCycle) {
b.inventoryGun++;
@@ -533,10 +533,11 @@ const spawn = {
}
}
} else if (this.mode !== 3) { //all three modes at once
this.pushAway();
this.cycle = 0;
Matter.Body.setDensity(me, 10 * density); //extra dense //normal is 0.001 //makes effective life much larger
this.damageReduction = 0.15
if (this.mode === 2) {
Matter.Body.scale(this, 5, 5);
Matter.Body.scale(this, 500, 500);
} else {
Matter.Body.scale(this, 0.5, 0.5);
}
@@ -577,7 +578,7 @@ const spawn = {
});
}
if (!(this.cycle % 2 * this.spawnInterval) && mob.length < 40) {
const len = (this.totalCycles / 600 + simulation.difficulty / 2 - 30) / 15
const len = (this.totalCycles / 1000 + simulation.difficulty / 2 - 30) / 15
for (let i = 0; i < len; i++) {
spawn.randomLevelBoss(3000 * (simulation.isHorizontalFlipped ? -1 : 1) + 2000 * (Math.random() - 0.5), -1100 + 200 * (Math.random() - 0.5))
}
@@ -2667,10 +2668,13 @@ const spawn = {
}
},
laserTargetingBoss(x, y, radius = 80) {
const color = "#05f"
const color = "#07f"
mobs.spawn(x, y, 3, radius, color);
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 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 = 0.00018 * Math.sqrt(simulation.accelScale);
@@ -2682,18 +2686,15 @@ const spawn = {
me.friction = 0;
me.lookTorque = 0.000001 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = { x: 0, y: 0 }
Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 200 + 300 * Math.random())
me.onHit = function() {
//run this function on hitting player
// this.explode();
};
// spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random())
for (let i = 0, len = 2 + 0.3 * Math.sqrt(simulation.difficulty); i < len; i++) spawn.spawnOrbitals(me, radius + 40 + 10 * i, 1);
// me.onHit = function() { };
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.laserInterval = 100
me.do = function() {
// this.armor();
this.seePlayerByLookingAt();
@@ -2702,10 +2703,7 @@ const spawn = {
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(simulation.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
}
if (!(simulation.cycle % this.seePlayerFreq)) this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
@@ -2716,90 +2714,95 @@ const spawn = {
} else if (c < -threshold) {
this.torque -= 0.000004 * this.inertia;
}
// if (Math.abs(c) < 0.3) {
// const mag = 0.05
// this.force.x += mag * Math.cos(this.angle)
// this.force.y += mag * Math.sin(this.angle)
// }
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (simulation.cycle % this.laserInterval > this.laserInterval / 2) {
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
v1: vertices[0],
v2: vertices[len]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
};
const seeRange = 8000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
vertexCollision(this.position, look, body);
if (!m.isCloak) vertexCollision(this.position, look, [playerBody, playerHead]);
// hitting player
if ((best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
const dmg = 0.006 * simulation.dmgScale;
m.damage(dmg);
//draw damage
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(best.x, best.y, dmg * 1500, 0, 2 * Math.PI);
ctx.fill();
}
};
const seeRange = 8000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
vertexCollision(this.position, look, body);
if (!m.isCloak) vertexCollision(this.position, look, [playerBody, playerHead]);
// hitting player
if ((best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
const dmg = 0.002 * simulation.dmgScale;
m.damage(dmg);
//draw damage
ctx.fillStyle = color;
//draw beam
if (best.dist2 === Infinity) best = look;
ctx.beginPath();
ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI);
ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = color;
ctx.lineWidth = 3;
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
ctx.stroke();
ctx.setLineDash([]);
ctx.beginPath();
ctx.arc(this.vertices[1].x, this.vertices[1].y, 1 + 0.3 * (this.laserInterval - simulation.cycle % this.laserInterval), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
ctx.fillStyle = color;
ctx.fill();
} else {
ctx.beginPath();
ctx.arc(this.vertices[1].x, this.vertices[1].y, 1 + 0.3 * (simulation.cycle % this.laserInterval), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
ctx.fillStyle = color;
ctx.fill();
}
//draw beam
if (best.dist2 === Infinity) best = look;
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = color;
ctx.lineWidth = 3;
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
ctx.stroke();
ctx.setLineDash([]);
}
};
},
@@ -2959,8 +2962,9 @@ const spawn = {
mobs.spawn(x, y, 5, 50, "rgb(0,235,255)"); //"rgb(221,102,119)"
let me = mob[mob.length - 1];
Matter.Body.rotate(me, Math.PI * 0.1);
Matter.Body.setDensity(me, 0.018); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.frictionStatic = 0;
me.friction = 0;
@@ -2994,7 +2998,6 @@ const spawn = {
}
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
}
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerByHistory()
@@ -3695,13 +3698,13 @@ const spawn = {
let me = mob[mob.length - 1];
me.isBoss = true;
me.inertia = Infinity; //no rotation
me.burstFireFreq = 22 + Math.floor(15 * simulation.CDScale)
me.burstTotalPhases = 3.5 + Math.floor(1.5 / simulation.CDScale)
me.burstFireFreq = 22 + Math.floor(13 * simulation.CDScale)
me.burstTotalPhases = 3 + Math.floor(1.4 / simulation.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0;
me.restitution = 1
spawn.spawnOrbitals(me, radius + 50 + 125 * Math.random(), 1)
// spawn.spawnOrbitals(me, radius + 50 + 125 * Math.random(), 1)
Matter.Body.setDensity(me, 0.002 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.09 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
@@ -3744,8 +3747,8 @@ const spawn = {
if (this.speed < 0.01) {
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), 0.1));
} else {
if (Math.abs(this.velocity.y) < 10) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.05 });
if (Math.abs(this.velocity.x) < 8) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.05, y: this.velocity.y });
if (Math.abs(this.velocity.y) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 });
if (Math.abs(this.velocity.x) < 7) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y });
}
}
me.burstFire = function() {
@@ -3798,10 +3801,10 @@ const spawn = {
// Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.inertia = Infinity;
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.inertia = Infinity;
me.frictionAir = 0.01
me.restitution = 1
me.friction = 0
@@ -3858,10 +3861,10 @@ const spawn = {
// this.isInvulnerable = true
// this.damageReduction = 0
} else {
if (Math.abs(this.velocity.y) < 11) {
if (Math.abs(this.velocity.y) < 10) {
Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 });
}
if (Math.abs(this.velocity.x) < 8) {
if (Math.abs(this.velocity.x) < 7) {
Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y });
}
}
@@ -3926,7 +3929,7 @@ const spawn = {
this.death();
//hit player
if (Vector.magnitude(Vector.sub(this.position, player.position)) < this.explodeRange && m.immuneCycle < m.cycle) {
m.damage(0.015 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
m.damage(0.01 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
m.energy -= 0.15 * (tech.isRadioactiveResistance ? 0.25 : 1)
if (m.energy < 0) m.energy = 0
}
@@ -3954,9 +3957,9 @@ const spawn = {
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
Matter.Body.setDensity(me, 0.003); //normal is 0.001
me.inertia = Infinity;
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.inertia = Infinity;
me.isInvulnerable = false
me.frictionAir = 0.01
me.restitution = 1
@@ -4036,7 +4039,7 @@ const spawn = {
me.isBoss = true;
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.inertia = Infinity;
me.damageReduction = 0.06 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.05 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
@@ -4045,8 +4048,8 @@ const spawn = {
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map | cat.mob
Matter.Body.setVelocity(me, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
me.seePlayer.recall = 1;
spawn.spawnOrbitals(me, radius + 25, 1)
// for (let i = 0; i < 4; i++) spawn.spawnOrbitals(me, radius + 25, 1)
for (let i = 0, len = 2 + 0.3 * Math.sqrt(simulation.difficulty); i < len; i++) spawn.spawnOrbitals(me, radius + 10 + 10 * i, 1);
// me.skipRate = 1 + Math.floor(simulation.difficulty*0.02)
// spawn.shield(me, x, y, 1);
@@ -4054,7 +4057,7 @@ const spawn = {
if (this.health < this.nextHealthThreshold) {
this.health = this.nextHealthThreshold - 0.01
this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
this.invulnerableCount = 300 + simulation.difficulty * 4 //how long does invulnerable time last
this.invulnerableCount = 420 + simulation.difficulty * 5 //how long does invulnerable time last
this.isInvulnerable = true
this.damageReduction = 0
// requestAnimationFrame(() => { simulation.timePlayerSkip(300) }); //wrapping in animation frame prevents errors, probably
@@ -4091,7 +4094,10 @@ const spawn = {
}
//time dilation
if (!simulation.isTimeSkipping) {
requestAnimationFrame(() => { simulation.timePlayerSkip(3) }); //wrapping in animation frame prevents errors, probably
requestAnimationFrame(() => {
simulation.timePlayerSkip(2)
m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
}); //wrapping in animation frame prevents errors, probably
// if (!(simulation.cycle % 10))
//draw invulnerable
@@ -4121,7 +4127,7 @@ const spawn = {
mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
Matter.Body.setDensity(me, 0.00003); //normal is 0.001
Matter.Body.setDensity(me, 0.00001); //normal is 0.001
me.timeLeft = 360 + Math.floor(180 * Math.random())
me.inertia = Infinity;
me.damageReduction = 1
@@ -4676,35 +4682,28 @@ const spawn = {
}, 2000); //add in a delay in case the level gets flipped left right
me.isBoss = true;
Matter.Body.setDensity(me, 0.008 + 0.0003 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
me.memory = 240;
// me.homePosition = {
// x: x,
// y: y
// };
me.fireFreq = 0.025;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.005 * simulation.accelScale;
me.frictionAir = 0.05;
me.lookTorque = 0.000006 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
me.fireDir = { x: 0, y: 0 };
setTimeout(() => {
spawn.spawnOrbitals(me, radius + 25, 1);
spawn.spawnOrbitals(me, radius + 75, 1);
// spawn.spawnOrbitals(me, radius + 200 + 50 * Math.random(), 1);
for (let i = 0, len = 3 + 0.5 * Math.sqrt(simulation.difficulty); i < len; i++) spawn.spawnOrbitals(me, radius + 40 + 10 * i, 1);
}, 100); //have to wait a sec so the tether constraint doesn't attach to an orbital
Matter.Body.setDensity(me, 0.008 + 0.0003 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function() {
if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerByLookingAt();
@@ -5961,8 +5960,9 @@ const spawn = {
if (Math.random() < chance) {
// simulation.difficulty = 50
const len = Math.floor(Math.min(15, 3 + Math.sqrt(simulation.difficulty))) // simulation.difficulty = 40 on hard mode level 10
const speed = (0.007 + 0.003 * Math.random() + 0.004 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
for (let i = 0; i < len; i++) spawn.orbital(who, radius, i / len * 2 * Math.PI, speed)
const speed = (0.003 + 0.004 * Math.random() + 0.002 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
const offSet = 6.28 * Math.random()
for (let i = 0; i < len; i++) spawn.orbital(who, radius, i / len * 2 * Math.PI + offSet, speed)
}
},
orbital(who, radius, phase, speed) {
@@ -5970,7 +5970,7 @@ const spawn = {
mobs.spawn(who.position.x, who.position.y, 8, 12, "rgb(255,0,150)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
Matter.Body.setDensity(me, 0.1); //normal is 0.001
Matter.Body.setDensity(me, 0.01); //normal is 0.001
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
@@ -5996,7 +5996,7 @@ const spawn = {
//damage player
if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
const dmg = 0.035 * simulation.dmgScale
const dmg = 0.03 * simulation.dmgScale
m.damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
@@ -6016,17 +6016,19 @@ const spawn = {
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.0017 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 2000000;
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.frictionAir = 0.04;
me.accelMag = 0.0007 * simulation.accelScale
me.accelMag = 0.0002 + 0.00015 * simulation.accelScale
spawn.shield(me, x, y, 1);
const rangeInnerVsOuter = Math.random()
let speed = (0.009 + 0.0011 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
let range = radius + 300 + 200 * rangeInnerVsOuter + nodes * 7
let speed = (0.006 + 0.001 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
let range = radius + 350 + 200 * rangeInnerVsOuter + nodes * 7
for (let i = 0; i < nodes; i++) spawn.orbital(me, range, i / nodes * 2 * Math.PI, speed)
const orbitalIndexes = [] //find indexes for all the current nodes
for (let i = 0; i < nodes; i++) orbitalIndexes.push(mob.length - 1 - i)
@@ -6037,10 +6039,11 @@ const spawn = {
for (let j = 0; j < nodes; j++) {
for (let i = 0, len = subNodes; i < len; i++) spawn.orbital(mob[orbitalIndexes[j]], range, i / len * 2 * Math.PI, speed)
}
for (let i = 0, len = 3 + 0.5 * Math.sqrt(simulation.difficulty); i < len; i++) spawn.spawnOrbitals(me, radius + 40 + 10 * i, 1);
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.18 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
this.seePlayerByHistory();
this.checkStatus();