temple
new fan level temple by Scar1337 is now add to community maps! you have to try it out! standing wave buffs standing wave deflecting, is more efficient for multiple blocks in a very short time (< 1s) spherical harmonics no longer deactivates on contact with shielded mobs expansion increases block efficiency by 25->40% negative mass field neutronium: move 33->25% slower
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12
js/spawn.js
12
js/spawn.js
@@ -187,7 +187,7 @@ const spawn = {
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ctx.stroke();
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}
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},
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WIMP(x = level.exit.x + 300 * (Math.random() - 0.5), y = level.exit.y + 300 * (Math.random() - 0.5)) { //immortal mob that follows player //if you have the tech it spawns at start of every level at the exit
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WIMP(x = level.exit.x + tech.wimpCount * 200 * (Math.random() - 0.5), y = level.exit.y + tech.wimpCount * 200 * (Math.random() - 0.5)) { //immortal mob that follows player //if you have the tech it spawns at start of every level at the exit
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mobs.spawn(x, y, 3, 0.1, "transparent");
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let me = mob[mob.length - 1];
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me.stroke = "transparent"
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@@ -259,9 +259,15 @@ const spawn = {
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// ctx.fill();
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// ctx.globalCompositeOperation = "source-over"
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}
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me.do = function() { //wake up 2 seconds after the player moves
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me.do = function() { //wake up after the player moves
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if (player.speed > 1 && !m.isCloak) {
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setTimeout(() => { this.do = this.awake; }, 2000);
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if (this.distanceToPlayer() < 500) {
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const unit = Vector.rotate({ x: 1, y: 0 }, Math.random() * 6.28)
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Matter.Body.setPosition(this, Vector.add(player.position, Vector.mult(unit, 2000)))
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}
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setTimeout(() => {
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this.do = this.awake;
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}, 500 + 2000 * Math.random());
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}
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this.checkStatus();
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};
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