pilot wave adjustments
pilot is back to it's previous speed, and spawning at mouse pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy pilot wave tech lost: time crystals, Lorentz transformation, annihilation gained: degenerate matter - 60% harm reduction while field is active tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force this lets you hold larger blocks and flick them much faster
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@@ -2729,14 +2729,14 @@ const spawn = {
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}
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};
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},
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shieldingBoss(x, y, radius = 210) {
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shieldingBoss(x, y, radius = 200) {
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mobs.spawn(x, y, 9, radius, "rgb(150, 150, 255)");
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let me = mob[mob.length - 1];
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Matter.Body.rotate(me, Math.random() * 2 * Math.PI)
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// me.stroke = "rgb(220,220,255)"
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me.isBoss = true;
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me.cycle = 0
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me.maxCycles = 120;
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me.maxCycles = 150;
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me.frictionStatic = 0;
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me.friction = 0;
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me.frictionAir = 0.5;
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@@ -2744,7 +2744,7 @@ const spawn = {
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spawn.shield(me, x, y, 1);
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spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
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Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
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@@ -3158,8 +3158,7 @@ const spawn = {
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this.checkStatus();
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};
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//move shield to the front of the array, so that mob is behind shield graphically
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mob.unshift(me);
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mob.unshift(me); //move shield to the front of the array, so that mob is behind shield graphically
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//swap order of shield and mob, so that mob is behind shield graphically
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// mob[mob.length - 1] = mob[mob.length - 2];
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