level: tunnel

new community level: tunnel
by Scarlettt

drones will now pick up power ups that are in range even if they are locked onto a mob
  (if all mobs are gone they will lock onto and chase power ups)
This commit is contained in:
landgreen
2021-06-03 05:55:55 -07:00
parent e83b84f1fb
commit 005436a177
6 changed files with 553 additions and 59 deletions

BIN
.DS_Store vendored

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View File

@@ -2073,8 +2073,9 @@ const b = {
Matter.Body.scale(this, scale, scale);
} else {
this.force.y += this.mass * 0.0002;
//find mob targets
if (!(simulation.cycle % this.lookFrequency)) {
//find mob targets
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
@@ -2091,15 +2092,55 @@ const b = {
}
}
}
if (!this.lockedOn && !tech.isArmorFromPowerUps && !this.isImproved) { //grab a power up
//power ups
if (!this.isImproved && !simulation.isChoosing && !tech.isArmorFromPowerUps) {
if (this.lockedOn) {
//grab, but don't lock onto nearby power up
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000
) {
//draw pickup for a single cycle
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
ctx.strokeStyle = "#000"
ctx.lineWidth = 4
ctx.stroke();
//pick up nearby power ups
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
if (tech.isDroneGrab) {
this.isImproved = true;
const SCALE = 2.25
Matter.Body.scale(this, SCALE, SCALE);
this.lookFrequency = 30 + Math.floor(11 * Math.random());
this.endCycle += 3000 * tech.droneCycleReduction * tech.isBulletsLastLonger
}
break;
}
}
} else {
//look for power ups to lock onto
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism)
) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
ctx.strokeStyle = "#000"
ctx.lineWidth = 4
ctx.stroke();
//pick up nearby power ups
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000 && !simulation.isChoosing) {
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
@@ -2130,6 +2171,7 @@ const b = {
}
}
}
}
if (this.lockedOn) { //accelerate towards mobs
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
} else { //accelerate towards mouse
@@ -3060,11 +3102,11 @@ const b = {
}
}
//draw blowtorch laser beam
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2

View File

@@ -16,7 +16,6 @@ const level = {
// simulation.setZoom();
// simulation.enableConstructMode() //used to build maps in testing mode
// m.setField("metamaterial cloaking")
// level.difficultyIncrease(30)
// b.giveGuns("laser")
// tech.isExplodeRadio = true
// tech.giveTech("WIMPs")
@@ -27,22 +26,23 @@ const level = {
// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
// for (let i = 0; i < 9; i++) tech.giveTech("WIMPs")
// tech.giveTech("attract")
// level.difficultyIncrease(30)
// simulation.isHorizontalFlipped = true
level.intro(); //starting level
// level.testing(); //not in rotation, used for testing
// level.template(); //not in rotation, blank start new map development
// level.final() //final boss level //flipped
// level.gauntlet(); //before final boss level //flipped
// level.final() //final boss level
// level.gauntlet(); //before final boss level
// level.testChamber()
// level.sewers(); //flipped
// level.satellite(); //flipped
// level.skyscrapers(); //flipped
// level.aerie(); //flipped
// level.rooftops(); //flipped
// level.warehouse(); //flipped
// level.highrise(); //flipped
// level.office(); //flipped
// level.sewers();
// level.satellite();
// level.skyscrapers();
// level.aerie();
// level.rooftops();
// level.warehouse();
// level.highrise();
// level.office();
// level.gauntlet(); //only fighting, very simple map, before final boss
// level.house() //community level
// level.detours() //community level
@@ -53,6 +53,7 @@ const level = {
// level.crossfire() //community level
// level.vats() //community level
// level["n-gon"]() //community level
// level.tunnel() //community level
// tech.giveTech("undefined")
// lore.techCount = 6
// localSettings.loreCount = 1;
@@ -1816,8 +1817,6 @@ const level = {
const hazard = level.hazard(4550, 2750, 4550, 150)
let balance1, balance2, balance3, balance4, rotor
const drip1 = level.drip(6100, 1900, 2900, 100) // drip(x, yMin, yMax, period = 100, color = "hsla(160, 100%, 35%, 0.5)") {
const drip2 = level.drip(7300, 1900, 2900, 150)
const drip3 = level.drip(8750, 1900, 2900, 70)
@@ -1955,7 +1954,7 @@ const level = {
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
rotor = level.rotor(-5100, 2475, -0.001)
rotor = level.rotor(-5100, 2475, 0.001) //rotates other direction because flipped
balance1 = level.spinner(-300 - 25, -395, 25, 390, 0.001) //entrance
balance2 = level.spinner(-2605 - 390, 500, 390, 25, 0.001) //falling
balance3 = level.spinner(-2608 - 584, 1900, 584, 25, 0.001) //falling
@@ -6118,4 +6117,477 @@ const level = {
addConstraint(x + 3100 * s, y - height, 0, -10 * s, stiffness, composite[composite.length - 1], pin);
}
},
tunnel() {
level.custom = () => {
level.playerExitCheck();
//enter
ctx.beginPath();
ctx.moveTo(level.enter.x, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y - 80);
ctx.bezierCurveTo(level.enter.x, level.enter.y - 170, level.enter.x + 100, level.enter.y - 170, level.enter.x + 100, level.enter.y - 80);
ctx.lineTo(level.enter.x + 100, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y + 30);
ctx.fillStyle = "#013";
ctx.fill();
//exit
ctx.beginPath();
ctx.moveTo(level.exit.x, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y - 80);
ctx.bezierCurveTo(level.exit.x, level.exit.y - 170, level.exit.x + 100, level.exit.y - 170, level.exit.x + 100, level.exit.y - 80);
ctx.lineTo(level.exit.x + 100, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y + 30);
ctx.fillStyle = "#9ff";
ctx.fill();
// hiding rooms in path to second floor
ctx.fillStyle = "#322";
ctx.fillRect(3750, -1650, 3500, 350);
// prevent the user from getting into the secreter room without defeating all mobs
if (m.pos.x > 1500 && m.pos.x < 2500 && m.pos.y > -4000 && m.pos.y < -3500 && mob.reduce((a, i) => {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated) {
Matter.Body.setPosition(player, {
x: 2800,
y: m.pos.y
});
}
button.query();
hazard.query();
isButtonTapped = isButtonTapped || !button.isUp;
hazard.level(!isButtonTapped);
if (Matter.Query.region([player], hazard).length) m.energy -= 0.001;
buttonSec.query();
buttonSec.draw();
if (!buttonSec.isUp && !hasSecretButton) {
for (var i = 0; i < 5; i++) {
powerUps.spawn(3614, -3700, "ammo");
}
hasSecretButton = true;
}
buttonThird.query();
buttonThird.draw();
if (!buttonThird.isUp && !hasSecretButton2) {
for (var i = 0; i < 4; i++) powerUps.spawn(1614, -3700, "research");
hasSecretButton2 = true;
}
if (!buttonSec.isUp) {
secretAnimTrans += 2;
secretAnimTime = 1;
secretAnimTrans = Math.max(0, Math.min(secretAnimTrans, 60));
} else {
secretAnimTrans--;
if (secretAnimTime) secretAnimTrans += 3;
secretAnimTrans = Math.min(60, Math.max(secretAnimTrans, 0));
}
if (secretAnimTime > 0) {
secretAnimTime++;
if (secretAnimTime > 150) secretAnimTime = 0;
}
if (emergencyActivated || !buttonThird.isUp) {
secretAnimTrans2 += 2;
secretAnimTime2 = 1;
secretAnimTrans2 = Math.max(0, Math.min(secretAnimTrans2, 60));
} else {
secretAnimTrans2--;
if (secretAnimTime2) secretAnimTrans2 += 3;
secretAnimTrans2 = Math.min(60, Math.max(secretAnimTrans2, 0));
}
if (secretAnimTime2 > 0) {
secretAnimTime2++;
if (secretAnimTime2 > 150) secretAnimTime2 = 0;
}
secretHazard.level(emergencyActivated);
secretHazard.query();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 200, 0, 2 * Math.PI);
ctx.fillStyle = "#ff25";
ctx.fill();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 400, 0, 2 * Math.PI);
ctx.fillStyle = "#ff22";
ctx.fill();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 700, 0, 2 * Math.PI);
ctx.fillStyle = "#ff21";
ctx.fill();
elevator.move();
elevator.drawTrack();
};
level.customTopLayer = () => {
hazard.draw();
secretHazard.draw();
button.draw();
function drawFlame(x, y, color = "#f81", angle = Math.PI / 2) {
ctx.beginPath();
ctx.moveTo(x, y);
ctx.strokeStyle = color;
ctx.lineWidth = 3;
for (let i = 0; i < 3; i++) {
let randAng = (Math.random() - 0.5) * 2 + angle;
randLen = 30 + Math.random() * 10;
x = x + Math.cos(randAng) * randLen;
y = y - Math.sin(randAng) * randLen;
ctx.lineTo(x, y);
}
ctx.stroke();
}
// Fire damage
let isInRange = flames.reduce((a, i) => a || Math.sqrt((m.pos.x - i[0]) * (m.pos.x - i[0]) + (m.pos.y + 90 - i[1]) * (m.pos.y + 90 - i[1])) < 50, false);
if (isInRange) {
fireDmgLevel++;
fireDmgLevel = Math.min(fireDmgLevel, 100);
} else {
fireDmgLevel--;
fireDmgLevel = Math.max(fireDmgLevel, -8);
}
if (fireDmgLevel > -8) {
ctx.fillStyle = "#fa0b";
ctx.fillRect(m.pos.x - 50, m.pos.y - 100, Math.min(fireDmgLevel * 12.5 + 100, 100), 15);
}
if (fireDmgLevel > 0) {
ctx.fillStyle = "#f00c";
ctx.fillRect(m.pos.x - 50, m.pos.y - 100, fireDmgLevel, 15);
m.damage(0.001 * (1.5 * isInRange + 1));
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 + 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 + 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 + 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 - 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 - 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 - 1);
drawFlame(m.pos.x, m.pos.y + 90, "#f70", Math.PI / 2);
drawFlame(m.pos.x, m.pos.y + 90, "#f70", Math.PI / 2);
drawFlame(m.pos.x, m.pos.y + 90, "#f70", Math.PI / 2);
}
for (let j = 0; j < 5; j++) {
drawFlame(1130 + j * 10, -1700)
for (let i = 0; i < 7; i++) drawFlame(2550 + i * 200, -2800);
for (let i = 0; i < 10; i++) drawFlame(2800 + i * 500, -1650);
for (let i = 0; i < 9; i++) drawFlame(1595 + i * 95, -3860);
drawFlame(4850, -1300);
drawFlame(6350, -1300);
}
ctx.fillStyle = "#541";
for (let i = 0; i < 9; i++) {
ctx.fillRect(1592 + i * 95, -3860, 6, 70);
}
if (m.pos.x > 1500 && m.pos.x < 3750 && m.pos.y > -5000 && m.pos.y < -3300) {
secretRoomTrans -= 5;
secretRoomTrans = Math.max(secretRoomTrans, 85);
} else {
secretRoomTrans += 5;
secretRoomTrans = Math.min(secretRoomTrans, 250);
}
let hasMob = mob.reduce((a, i) => {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated;
door.isOpen = hasMob;
door.openClose();
ctx.fillStyle = "#444444" + secretRoomTrans.toString(16);
ctx.fillRect(1480, -5000, 2270, 1710);
if (hasMob) {
ctx.fillStyle = "#444";
ctx.fillRect(1480, -5000, 1070, 1710);
}
function drawProject(startPos, endPos1, endPos2, tValue, tValueM) {
ctx.strokeStyle = "#003";
ctx.fillStyle = "#0055aa" + ('0' + (tValue * 60 / tValueM).toString(16)).slice(-2);
let inter = (tValueM - tValue) / tValueM;
let endpos1i = endPos1.map((i, j) => (startPos[j] - i) * inter),
endpos2i = endPos2.map((i, j) => (startPos[j] - i) * inter);
ctx.beginPath();
ctx.moveTo(endPos1[0] + endpos1i[0], endPos1[1] + endpos1i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos2[0] + endpos2i[0], endPos1[1] + endpos1i[1]);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(endPos1[0] + endpos1i[0], endPos1[1] + endpos1i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos1[0] + endpos1i[0], endPos2[1] + endpos2i[1]);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(endPos1[0] + endpos1i[0], endPos2[1] + endpos2i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos2[0] + endpos2i[0], endPos2[1] + endpos2i[1]);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(endPos2[0] + endpos2i[0], endPos2[1] + endpos2i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos2[0] + endpos2i[0], endPos1[1] + endpos1i[1]);
ctx.fill();
ctx.stroke();
if (tValue >= tValueM * 2 / 3) {
ctx.fillStyle = "#0055aa" + ('0' + Math.floor((tValue - tValueM * 2 / 3) * 6.25 * 60 / tValueM).toString(16)).slice(-2);
ctx.strokeStyle = "#000033" + ('0' + Math.floor((tValue - tValueM * 2 / 3) * 12.75 * 60 / tValueM).toString(16)).slice(-2);
ctx.fillRect(endPos1[0], endPos1[1], endPos2[0] - endPos1[0], endPos2[1] - endPos1[1]);
ctx.shadowColor = "#00aaaa" + ('0' + Math.floor((tValue - tValueM * 2 / 3) * 12.75 * 60 / tValueM).toString(16)).slice(-2);
ctx.shadowBlur = 10;
ctx.strokeRect(endPos1[0], endPos1[1], endPos2[0] - endPos1[0], endPos2[1] - endPos1[1]);
ctx.shadowBlur = 0;
ctx.shadowColor = "#0000";
}
}
if (secretAnimTrans > 0) {
drawProject([3614, -3530], [2900, -3900], [3400, -3600], secretAnimTrans, 60);
if (secretAnimTrans >= 42) {
ctx.font = "27px monospace";
ctx.textAlign = "start"
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans - 40) * 12.75).toString(16);
ctx.fillText("Waste Discharge Interruption:", 2910, -3870);
ctx.fillText("Owner 'Scarlet' not found", 2910, -3830);
ctx.fillText("Detected user: 'm'", 2910, -3790);
ctx.fillStyle = (hasMob ? "#ff6644" : "#ffff44") + Math.floor((secretAnimTrans - 40) * 12.75).toString(16);
ctx.fillText(hasMob ? "AREA HAS MOBS." : "Area clear.", 2910, -3710);
ctx.fillText(hasMob ? "'openDoor' failed." : "'openDoor' complete.", 2910, -3670);
ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans - 40) * 6).toString(16);
ctx.beginPath();
ctx.arc(3300, -3730, 60, 0, 2 * Math.PI);
ctx.stroke();
ctx.arc(3330, -3730, 8, 0, 2 * Math.PI);
ctx.lineWidth = 4;
ctx.stroke();
ctx.textAlign = "center";
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans - 40) * 12.75).toString(16);
ctx.font = "30px monospace";
ctx.fillText("n-gon inc", 3300, -3630);
ctx.font = "25px Arial";
}
}
if (secretAnimTrans2 > 0) {
drawProject([1614, -3530], [2050, -3900], [1550, -3600], secretAnimTrans2, 60);
if (secretAnimTrans2 >= 42) {
ctx.font = "27px monospace";
ctx.textAlign = "start";
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
ctx.fillText("SECURITY BREACH DETECTED", 1560, -3870);
ctx.fillText("Entity name: m", 1560, -3830);
ctx.fillStyle = (tech.totalCount < 25 ? (tech.totalCount < 10 ? "#ffff44" : "#22ff22") : "#ff6644") + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
ctx.fillText("Threat level: " + (tech.totalCount < 25 ? (tech.totalCount < 10 ? "Low" : "Medium") : "HIGH"), 1560, -3790);
if (tech.totalCount >= 15) ctx.fillText("PROCEDURE ACTIVATED", 1560, -3750);
ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans2 - 40) * 6).toString(16);
ctx.beginPath();
ctx.arc(1950, -3730, 60, 0, 2 * Math.PI);
ctx.stroke();
ctx.arc(1980, -3730, 8, 0, 2 * Math.PI);
ctx.lineWidth = 4;
ctx.stroke();
ctx.textAlign = "center";
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
ctx.font = "30px monospace";
ctx.fillText("n-gon inc", 1950, -3630);
ctx.font = "25px Arial";
if (secretAnimTrans2 >= 60) {
if (!emergencyActivated && tech.totalCount >= 10) {
for (let i = 0; i < 5; i++) {
let randomNum = Math.random() * Math.PI;
spawn.exploder(m.pos.x + Math.cos(randomNum) * 200, m.pos.y + Math.sin(randomNum) * 200);
if (tech.totalCount >= 25) spawn.randomMob(m.pos.x + Math.cos(randomNum) * 200, m.pos.y + Math.sin(randomNum) * 200, Infinity);
}
emergencyActivated = true;
}
}
}
}
};
level.setPosToSpawn(0, -50); //normal spawn
level.exit.x = 8500;
level.exit.y = 680;
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#123";
// powerUps.spawnStartingPowerUps(1475, -1175);
// spawn.debris(750, -2200, 3700, 16); //16 debris per level
// spawn blocks
spawn.mapRect(-100, 0, 1050, 100);
spawn.mapRect(900, -300, 50, 300);
spawn.mapRect(700, -300, 50, 200);
// first room
spawn.mapRect(-100, -350, 850, 50);
spawn.mapRect(900, -350, 850, 50);
spawn.mapRect(-100, -1550, 50, 1200);
spawn.mapRect(1700, -1550, 50, 1200);
spawn.mapRect(-100, -1550, 850, 50);
spawn.mapRect(900, -1550, 850, 50);
spawn.bodyRect(700, -400, 50, 50);
spawn.bodyRect(900, -400, 50, 50);
spawn.mapRect(500, -650, 650, 25);
spawn.mapRect(200, -1000, 200, 25);
spawn.mapRect(1250, -1000, 200, 25);
spawn.mapRect(600, -1300, 450, 25);
spawn.mapRect(700, -1650, 50, 100);
spawn.mapRect(900, -1650, 50, 100);
// pathway to second room
spawn.mapRect(950, -1650, 3050, 50);
spawn.mapRect(1100, -1700, 100, 50);
// second room
spawn.mapRect(0, -5000, 1500, 3000);
spawn.mapRect(1500, -2050, 300, 50);
spawn.mapRect(2000, -3100, 300, 1100);
spawn.mapRect(1500, -5000, 2250, 1000);
spawn.mapRect(1500, -3500, 1050, 225);
spawn.mapRect(4000, -5000, 500, 3000);
spawn.mapRect(3748, -5000, 252, 1550);
spawn.mapRect(1700, -2400, 300, 50);
spawn.mapRect(1500, -2750, 300, 50);
spawn.mapRect(2300, -3000, 1700, 50);
spawn.mapRect(2300, -2800, 1700, 800);
spawn.mapRect(2450, -3300, 1300, 100);
// secret room in second room
spawn.mapRect(2700, -3500, 1050, 50);
spawn.mapRect(2549, -5000, 1201, 1000);
const buttonSec = level.button(3550, -3500);
const buttonThird = level.button(1550, -3500);
let hasSecretButton = false,
hasSecretButton2 = false,
secretAnimTrans = 0,
secretAnimTime = 0,
secretAnimTrans2 = 0,
secretAnimTime2 = 0;
let emergencyActivated = false;
const door = level.door(2450, -4000, 100, 500, 490);
const secretHazard = level.hazard(1500, -4000, 1000, 510, 0.01);
// hazards
const button = level.button(3800, -3000);
const hazard = level.hazard(2300, -3090, 1700, 110, 0.005);
let isButtonTapped = false;
if (b.inventory.length < 5) powerUps.spawn(3800, -3200, "gun");
powerUps.spawn(3900, -3100, "heal", true, null, 30);
powerUps.spawn(3900, -3100, "heal", true, null, 30);
// path to the third room
spawn.mapRect(2000, -1850, 50, 200);
spawn.mapRect(2200, -2000, 50, 200);
spawn.mapRect(2400, -1850, 50, 200);
spawn.mapRect(4200, -1650, 1300, 50);
spawn.mapRect(5700, -1650, 1300, 50);
spawn.mapRect(7200, -1650, 750, 50);
spawn.mapRect(3700, -1600, 50, 350);
spawn.mapRect(7250, -1600, 50, 350);
spawn.mapRect(3750, -1300, 3500, 50);
spawn.mapRect(4500, -2150, 3550, 50)
// third room
spawn.mapRect(7900, -1600, 50, 1000);
spawn.mapRect(8050, -3000, 50, 2400);
spawn.mapRect(7000, -600, 950, 50);
spawn.mapRect(8050, -600, 950, 50);
spawn.mapRect(7000, -600, 50, 1000);
spawn.mapRect(8950, -600, 50, 1000);
spawn.mapRect(7000, 400, 950, 50);
spawn.mapRect(8050, 400, 950, 50);
spawn.mapRect(7900, 400, 50, 300);
spawn.mapRect(7900, 700, 1000, 50);
const elevator = level.elevator(7962.5, 500, 75, 50, -1800)
// fire damage
const flames = [];
flames.push([1150, -1700], [1150, -1770]);
for (let i = 0; i < 10; i++) flames.push([2800 + i * 500, -1650], [2800 + i * 500, -1720]);
flames.push([4850, -1300], [6350, -1300], [4850, -1370], [6350, -1370]);
let fireDmgLevel = -8;
let secretRoomTrans = 250;
// mobs
let mobList1 = [
[500, -750],
[1150, -750],
[825, -1100],
[300, -1100],
[1350, -1100]
];
while (mobList1.length > 5 - Math.sqrt(simulation.difficulty * 2.5) && mobList1.length) {
let rand = Math.floor(Math.random() * mobList1.length);
spawn[["hopper", "sneaker", "striker"][Math.floor(Math.random() * 3)]](mobList1[rand][0], mobList1[rand][1], 60 + Math.random() * 10);
mobList1.splice(rand, 1);
}
let hasLaser = spawn.pickList.includes("laser");
if (hasLaser) spawn.pickList.splice(spawn.pickList.indexOf("laser"), 1);
let mobList2 = [
[50, -1400],
[1600, -450],
[50, -450],
[1600, -1400]
];
for (let i = 0; i < 10; i++) mobList2.push([2800 + i * 500, -1800]);
while (mobList2.length && mob.length < -1 + 16 * Math.log10(simulation.difficulty + 1)) {
let rand = Math.floor(Math.random() * mobList2.length);
spawn.randomMob(...mobList2[rand]);
mobList2.splice(rand, 1);
}
let groupList = ["spawn.randomGroup(8250, 575);",
`spawn.randomGroup(3200, -3700);
if (simulation.difficulty > 15)
spawn.randomGroup(3500, -3700, 0.3);`,
"spawn.randomGroup(7800, -1800, 0.5);"
];
while (groupList.length > 0) {
let ind = Math.floor(Math.random() * groupList.length);
Function(groupList[ind])();
groupList.splice(ind, 1);
}
if (hasLaser) spawn.pickList.push("laser");
spawn.shieldingBoss(3900, -3200, 70);
let randomBoss = Math.floor(Math.random() * 2);
if (simulation.difficulty > 5) spawn[["shooterBoss", "launcherBoss"][randomBoss]](7500, -150);
else spawn[["shooter", "launcher"][randomBoss]](7500, -150, 150);
spawn[["shooter", "launcher"][randomBoss]](8500, -150, 150);
}
};

View File

@@ -522,8 +522,9 @@ const simulation = {
level.levels.push("house");
level.levels.push("perplex");
level.levels.push("coliseum");
level.levels.push("tunnel");
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 8); //remove some random levels to make up for adding the community levels
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
lore.techCount = 0; //remove undefined tech for community maps
for (let i = 0, len = tech.tech.length; i < len; i++) {

View File

@@ -2058,7 +2058,8 @@ const spawn = {
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.rotateVelocity = Math.min(0.0045, 0.0015 * simulation.accelScale * simulation.accelScale) * (level.levelsCleared > 8 ? 1 : -1)
me.rotateVelocity = Math.min(0.0045, 0.0015 * simulation.accelScale * simulation.accelScale) * (level.levelsCleared > 8 ? 1 : -1) * (simulation.isHorizontalFlipped ? -1 : 1)
me.do = function() {
this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
this.checkStatus();

View File

@@ -1,9 +1,6 @@
******************************************************** NEXT PATCH ********************************************************
some changes to highrise level
boost bug fix
MACHO bug fix
******************************************************** BUGS ********************************************************
@@ -31,35 +28,16 @@ is there a way to check if the player is stuck inside the map or block
buttons can now on/off boosts
drones should check for power ups even if there are mobs nearby
but not travel towards power ups
Weak Anthropic Principle: you get a second chance at life, but now the game has falling damage!
tech: supersaturation is buffed but add falling damage
tech: increase health and remove air control
things to avoid when designing a map:
avoid a single path through the map
instead have multiple paths through the map
or randomize parts of the map
avoid isolated floating rectangles
instead imagine what story you are trying to tell about the buildings and tell that story
draw: shadows, color inside of buildings, structural support, pillars, ...
avoid simple repetitive platforms
instead of - -- - try -:_-L -_
avoid large flat areas; this doesn't produce fun combat
instead produce complex places for the player to hide
break these rules when its important to make a statement in your level
mob: molecule shapes - 2 separate mobs joined by a bond
use constraints: just spawn 2x or 3x groupings
low friction so they can spin around
spin when attacking player?
increase constraint length when attacking
tech: mine - fire the mine into where you were in the past
maybe it could check all your past locations and explode there if there is something in range
tech: use the ability for power ups to have custom code
(note: this code is half way done, it just needs to be completed)
attracted to player