more pulsar balance and polish
This commit is contained in:
25
js/level.js
25
js/level.js
@@ -37,8 +37,8 @@ const level = {
|
||||
// m.shipMode()
|
||||
// tech.isBotSwap = true;
|
||||
|
||||
level.intro(); //starting level
|
||||
// level.testing(); //not in rotation
|
||||
// level.intro(); //starting level
|
||||
level.testing(); //not in rotation
|
||||
// level.final() //final boss level
|
||||
// level.gauntlet(); //before final boss level
|
||||
// level.testChamber() //less mobs, more puzzle
|
||||
@@ -1089,7 +1089,7 @@ const level = {
|
||||
|
||||
// simulation.difficulty = 30
|
||||
// spawn.starter(1900, -500, 200) //big boy
|
||||
// spawn.pulsar(1900, -500)
|
||||
spawn.pulsar(1900, -500)
|
||||
spawn.pulsarBoss(1900, -500)
|
||||
// spawn.historyBoss(1900, -500)
|
||||
// spawn.ghoster(2900, -500)
|
||||
@@ -4032,11 +4032,15 @@ const level = {
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
if (mob[i].isBoss) me = mob[i]
|
||||
}
|
||||
me.onDeath = function() {
|
||||
this.removeCons(); //remove constraint
|
||||
if (me) {
|
||||
me.onDeath = function() {
|
||||
spawnCouloirEnHaut()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
} else {
|
||||
spawnCouloirEnHaut()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
}
|
||||
// }
|
||||
} else {
|
||||
spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
|
||||
@@ -4044,10 +4048,15 @@ const level = {
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
if (mob[i].isBoss) me = mob[i]
|
||||
}
|
||||
me.onDeath = function() {
|
||||
if (me) {
|
||||
me.onDeath = function() {
|
||||
spawnCouloirEnHaut()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
} else {
|
||||
spawnCouloirEnHaut()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
}
|
||||
}
|
||||
},
|
||||
house() {
|
||||
|
||||
142
js/spawn.js
142
js/spawn.js
@@ -11,7 +11,7 @@ const spawn = {
|
||||
"launcher", "launcher",
|
||||
"springer", "springer",
|
||||
"sucker", "sucker",
|
||||
"pulsar", "pulsar", "pulsar", "pulsar", "pulsar", "pulsar",
|
||||
"pulsar", "pulsar",
|
||||
"chaser",
|
||||
"sniper",
|
||||
"spinner",
|
||||
@@ -1493,14 +1493,12 @@ const spawn = {
|
||||
me.pulseRadius = Math.min(500, 230 + simulation.difficulty * 3)
|
||||
me.fireDelay = Math.max(60, 190 - simulation.difficulty * 2)
|
||||
me.isFiring = false
|
||||
|
||||
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
spawn.shield(me, x, y, 1);
|
||||
spawn.spawnOrbitals(me, radius + 200 + 300 * Math.random(), 1)
|
||||
me.onDeath = function() {
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
};
|
||||
|
||||
me.onHit = function() {};
|
||||
me.do = function() {
|
||||
if (player.speed > 5) this.do = this.fire //don't attack until player moves
|
||||
@@ -1511,6 +1509,8 @@ const spawn = {
|
||||
if (this.isFiring) {
|
||||
if (this.fireCycle > this.fireDelay) { //fire
|
||||
this.isFiring = false
|
||||
this.fireCycle = 0
|
||||
this.torque += (0.00008 + 0.00007 * Math.random()) * this.inertia * (Math.round(Math.random()) * 2 - 1) //randomly spin around after firing
|
||||
//is player in beam path
|
||||
if (Matter.Query.ray([player], this.fireTarget, this.position).length) {
|
||||
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
|
||||
@@ -1528,42 +1528,52 @@ const spawn = {
|
||||
color: "rgba(120,0,255,0.6)",
|
||||
time: simulation.drawTime
|
||||
});
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(120,0,255,0.2)";
|
||||
ctx.stroke();
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = "rgba(120,0,255,1)";
|
||||
ctx.stroke();
|
||||
} else { //delay before firing
|
||||
this.fireCycle++
|
||||
if (!(simulation.cycle % 3)) {
|
||||
//draw explosion outline
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
ctx.fillStyle = "rgba(120,0,255,0.1)";
|
||||
ctx.fill();
|
||||
//draw path from mob to explosion
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "rgba(120,0,255,0.5)";
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
}
|
||||
//draw explosion outline
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
ctx.fillStyle = "rgba(120,0,255,0.05)";
|
||||
ctx.fill();
|
||||
//draw path from mob to explosion
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "rgba(120,0,255,0.15)";
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
}
|
||||
} else { //aim at player
|
||||
this.fireDir = Vector.normalise(Vector.sub(player.position, this.position)); //set direction to turn to fire
|
||||
this.fireCycle++
|
||||
this.fireDir = Vector.normalise(Vector.sub(m.pos, this.position)); //set direction to turn to fire
|
||||
//rotate towards fireAngle
|
||||
const angle = this.angle + Math.PI / 2;
|
||||
const c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
|
||||
const threshold = 0.04;
|
||||
const threshold = 0.03;
|
||||
if (c > threshold) {
|
||||
this.torque += 0.0000015 * this.inertia;
|
||||
this.torque += 0.000001 * this.inertia;
|
||||
} else if (c < -threshold) {
|
||||
this.torque -= 0.0000015 * this.inertia;
|
||||
} else { //fire
|
||||
this.torque -= 0.000001 * this.inertia;
|
||||
} else if (this.fireCycle > 45) { //fire
|
||||
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
|
||||
this.fireTarget = Vector.add(this.vertices[1], unit)
|
||||
Matter.Body.setAngularVelocity(this, 0)
|
||||
this.fireLockCount = 0
|
||||
this.isFiring = true
|
||||
this.fireCycle = 0
|
||||
if (Vector.magnitude(Vector.sub(m.pos, this.fireTarget)) < 1000) { //if's possible for this to be facing 180 degrees away from the player, this makes sure that doesn't occur
|
||||
Matter.Body.setAngularVelocity(this, 0)
|
||||
this.fireLockCount = 0
|
||||
this.isFiring = true
|
||||
this.fireCycle = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1579,17 +1589,23 @@ const spawn = {
|
||||
me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
|
||||
me.fireCycle = 0
|
||||
me.fireTarget = { x: 0, y: 0 }
|
||||
me.pulseRadius = Math.min(400, 200 + simulation.difficulty * 3)
|
||||
me.fireDelay = Math.max(70, 220 - simulation.difficulty * 2)
|
||||
me.pulseRadius = Math.min(400, 150 + simulation.difficulty * 3)
|
||||
me.fireDelay = Math.max(70, 180 - simulation.difficulty)
|
||||
me.isFiring = false
|
||||
me.onHit = function() {};
|
||||
me.canSeeTarget = function() {
|
||||
const diff = Vector.normalise(Vector.sub(this.fireTarget, this.position)); //make a vector for the mob's direction of length 1
|
||||
const angle = this.angle + Math.PI / 2;
|
||||
const dot = Vector.dot({
|
||||
x: Math.cos(this.angle),
|
||||
y: Math.sin(this.angle)
|
||||
}, diff); //the dot product of diff and dir will return how much over lap between the vectors
|
||||
if (dot < 0.97 || Matter.Query.ray(map, this.fireTarget, this.position).length || Matter.Query.ray(body, this.fireTarget, this.position).length) { //if not looking at target
|
||||
x: Math.cos(angle),
|
||||
y: Math.sin(angle)
|
||||
}, diff); //the dot product of di console.log(dot, 'see')
|
||||
//distance between the target and the player's location
|
||||
if (
|
||||
dot > 0.03 || // not looking at target
|
||||
Matter.Query.ray(map, this.fireTarget, this.position).length || Matter.Query.ray(body, this.fireTarget, this.position).length || //something blocking line of sight
|
||||
Vector.magnitude(Vector.sub(m.pos, this.fireTarget)) > 1000 // distance from player to target is very far, (this is because dot product can't tell if facing 180 degrees away)
|
||||
) {
|
||||
this.isFiring = false
|
||||
return false
|
||||
} else {
|
||||
@@ -1604,6 +1620,8 @@ const spawn = {
|
||||
if (this.fireCycle > this.fireDelay) { //fire
|
||||
if (!this.canSeeTarget()) return
|
||||
this.isFiring = false
|
||||
this.fireCycle = 0
|
||||
this.torque += (0.00002 + 0.0002 * Math.random()) * this.inertia * (Math.round(Math.random()) * 2 - 1) //randomly spin around after firing
|
||||
//is player in beam path
|
||||
if (Matter.Query.ray([player], this.fireTarget, this.position).length) {
|
||||
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
|
||||
@@ -1621,37 +1639,49 @@ const spawn = {
|
||||
color: "rgba(255,0,100,0.6)",
|
||||
time: simulation.drawTime
|
||||
});
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,0,100,0.2)";
|
||||
ctx.stroke();
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = "rgba(255,0,100,1)";
|
||||
ctx.stroke();
|
||||
} else { //delay before firing
|
||||
this.fireCycle++
|
||||
if (!(simulation.cycle % 3)) {
|
||||
if (!this.canSeeTarget()) return //if can't see stop firing
|
||||
//draw explosion outline
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
ctx.fillStyle = "rgba(255,0,100,0.1)";
|
||||
ctx.fill();
|
||||
//draw path from mob to explosion
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "rgba(255,0,100,0.5)";
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
}
|
||||
//draw explosion outline
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
ctx.fillStyle = "rgba(255,0,100,0.05)";
|
||||
ctx.fill();
|
||||
//draw path from mob to explosion
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
|
||||
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
|
||||
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "rgba(255,0,100,0.15)";
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
}
|
||||
} else { //aim at player
|
||||
this.fireCycle++
|
||||
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position)); //set direction to turn to fire
|
||||
//rotate towards fireAngle
|
||||
const angle = this.angle + Math.PI / 2;
|
||||
const c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
|
||||
const threshold = 0.04;
|
||||
if (c > threshold) {
|
||||
this.torque += 0.0000015 * this.inertia;
|
||||
} else if (c < -threshold) {
|
||||
this.torque -= 0.0000015 * this.inertia;
|
||||
} else { //fire
|
||||
const dot = Vector.dot({
|
||||
x: Math.cos(angle),
|
||||
y: Math.sin(angle)
|
||||
}, this.fireDir)
|
||||
const threshold = 0.03;
|
||||
if (dot > threshold) { //rotate towards fireAngle
|
||||
this.torque += 0.000001 * this.inertia;
|
||||
} else if (dot < -threshold) {
|
||||
this.torque -= 0.000001 * this.inertia;
|
||||
} else if (this.fireCycle > 90) { // aim
|
||||
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
|
||||
this.fireTarget = Vector.add(this.vertices[1], unit)
|
||||
if (!this.canSeeTarget()) return
|
||||
|
||||
4
todo.txt
4
todo.txt
@@ -3,6 +3,8 @@
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
inductive + MEE + 1st ion + negentrophy + electrolytes + tranceiver chip + dupe chance is ridiculously op
|
||||
|
||||
micro-extruder is laggy?
|
||||
|
||||
mouse event e.which is deprecated
|
||||
@@ -46,7 +48,7 @@ use the floor of portal sensor on the player? to unstuck player
|
||||
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
pulsar boss, ignores line of site, but a longer fire CD
|
||||
add a delay between each fire for pulsar mobs
|
||||
|
||||
mob bullets that blow up
|
||||
draw outline of exploded region, 2 seconds later damage player in region and remove bullet
|
||||
|
||||
Reference in New Issue
Block a user