seePlayerByHistory

blinkBoss - teleports after you, drops grenades after each teleport
sneaker (the stealthy black pentagons) - decloaks slower, moves slower, is smaller, has more health

some mobs can now sense you by "smelling" where you were
  they check for a clear line of sight with your last 10 seconds of history
  snakeBoss, blinkBoss, sneaker

extra bosses no longer spawn on final level
beating the final boss clears mobs that spawn after a mob dies, like powerUpBoss

phonon and isotropic radiator range reduced about 10%
This commit is contained in:
landgreen
2021-07-27 19:52:01 -07:00
parent 3977b44ec7
commit 030824ed5d
9 changed files with 249 additions and 156 deletions

View File

@@ -16,7 +16,6 @@ const level = {
// simulation.isHorizontalFlipped = true
// m.setField("wormhole")
// b.giveGuns("shotgun")
// b.giveGuns("foam")
// tech.isNeedleShot = true
// tech.isIceShot = true
// tech.isFoamShot = true
@@ -2264,15 +2263,21 @@ const level = {
spawn.mapRect(6400, -200, 400, 300); //right wall
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
spawn.starter(1900, -500, 200) //big boy
//place to hide
spawn.mapRect(4650, -300, 1150, 50);
spawn.mapRect(5750, -300, 50, 200);
spawn.mapRect(5575, -100, 50, 125);
spawn.mapRect(5300, -275, 50, 175);
spawn.mapRect(5050, -100, 50, 150);
spawn.mapRect(4850, -275, 50, 175);
// spawn.starter(1900, -500, 200) //big boy
// spawn.growBossCulture(1900, -500)
// spawn.blinkBoss(1900, -500)
// spawn.snakeBoss(1900, -500)
// spawn.shieldingBoss(1900, -500)
// spawn.grenadierBoss(1900, -500)
// spawn.shieldingBoss(1900, -500)
spawn.sneaker(1900, -500)
// spawn.historyBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.focuser(1600, -500)
@@ -2327,6 +2332,8 @@ const level = {
ctx.fillRect(5400, -550, 300, 350)
};
spawn.powerUpBoss(0, 0)
spawn.powerUpBoss(0, 0)
level.setPosToSpawn(0, -250); //normal spawn
spawn.mapRect(5500, -330 + 20, 100, 20); //spawn this because the real exit is in the wrong spot
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
@@ -2364,7 +2371,7 @@ const level = {
spawn.mapRect(5700, -3300, 1800, 5100); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
spawn.mapRect(5425, -650, 375, 450); //blocking exit
spawn.secondaryBossChance(4800, -500)
// spawn.secondaryBossChance(4800, -500) //no bonus bosses on final level
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
@@ -3229,7 +3236,7 @@ const level = {
spawn.randomGroup(1600, -100, 0);
spawn.randomGroup(5000, -3900, -0.3);
if (simulation.difficulty > 3) {
if (Math.random() < 0.2) {
if (Math.random() < 0.25) {
spawn.randomLevelBoss(2800, -1400);
} else if (Math.random() < 0.25) {
spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random());
@@ -3606,7 +3613,7 @@ const level = {
spawn.randomMob(3975, -3900, 0.5);
spawn.randomMob(1725, 125, 0.5);
if (simulation.difficulty > 3) {
if (Math.random() < 0.25) {
if (Math.random() < 0.33) {
spawn.randomLevelBoss(4250, -250);
spawn.debris(-250, 50, 1650, 2); //16 debris per level
spawn.debris(2475, 0, 750, 2); //16 debris per level
@@ -4349,7 +4356,7 @@ const level = {
spawn.randomSmallMob(-900, 825);
if (simulation.difficulty > 3) {
if (Math.random() < 0.25) {
if (Math.random() < 0.33) {
spawn.randomLevelBoss(-800, -1300)
} else {
spawn.snakeBoss(-1000 + Math.random() * 2500, -1300); //boss snake with head