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

@@ -284,7 +284,7 @@ const mobs = {
},
memory: 120, //default time to remember player's location
locatePlayer() { // updates mob's memory of player location
this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
this.seePlayer.position.x = player.position.x;
this.seePlayer.position.y = player.position.y;
},
@@ -309,12 +309,38 @@ const mobs = {
// this.seePlayer.position.y = player.position.y;
// }
// },
seePlayerByHistory(depth = 30) { //depth max 60? limit of history
if (!(simulation.cycle % this.seePlayerFreq)) {
if (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && !m.isCloak) {
this.foundPlayer();
} else if (this.seePlayer.recall) {
this.lostPlayer();
for (let i = 0; i < depth; i++) { //if lost player lock onto a player location in history
let history = m.history[(m.cycle - 10 * i) % 600]
if (Matter.Query.ray(map, this.position, history.position).length === 0) {
this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
this.seePlayer.position.x = history.position.x;
this.seePlayer.position.y = history.position.y;
this.seePlayer.yes = true;
//draw the history location found for testing purposes
// ctx.beginPath();
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(history.position.x, history.position.y);
// ctx.lineWidth = 5;
// ctx.strokeStyle = "#000";
// ctx.stroke();
break
}
}
}
}
},
seePlayerCheck() {
if (!(simulation.cycle % this.seePlayerFreq)) {
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 &&
// Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
!m.isCloak
) {
this.foundPlayer();
@@ -335,7 +361,7 @@ const mobs = {
seePlayerByDistOrLOS() {
if (!(simulation.cycle % this.seePlayerFreq)) {
if (
(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mPosRange()).length === 0)) &&
(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0)) &&
!m.isCloak
) {
this.foundPlayer();
@@ -366,8 +392,8 @@ const mobs = {
if (!(simulation.cycle % this.seePlayerFreq) && (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange))) {
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 &&
// Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
!m.isCloak
) {
this.foundPlayer();
@@ -387,7 +413,7 @@ const mobs = {
ctx.fill();
}
},
mPosRange() {
playerPosRandomY() {
return {
x: player.position.x, // + (Math.random() - 0.5) * 50,
y: player.position.y + (Math.random() - 0.5) * 110
@@ -412,7 +438,7 @@ const mobs = {
// this.force = Vector.mult(Vector.normalise(Vector.sub(this.hackedTarget.position, this.position)), this.mass * 0.0015)
// }
// },
laserBeam() {
harmZone() {
if (this.seePlayer.yes) {
ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
// ctx.lineDashOffset = 6*(simulation.cycle % 215);
@@ -879,8 +905,8 @@ const mobs = {
if (
!(simulation.cycle % this.fireFreq) &&
Math.abs(this.position.x - this.seePlayer.position.x) < 400 && //above player
Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && //see player
Matter.Query.ray(body, this.position, this.mPosRange()).length === 0
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && //see player
Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
) {
spawn.bomb(this.position.x, this.position.y + this.radius * 0.7, 9 + Math.ceil(this.radius / 15), 5);
//add spin and speed