level: subway
  replaces gauntlet just before the final boss
    gauntlet moved to community map pool
  subway todo:
    add a few more stations
    balance difficulty
    find bugs

surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction

spawn.bodyRect() now can add blocks mid level without any extra code
  I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding

community map - clock update:
  visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
This commit is contained in:
landgreen
2023-06-03 13:56:18 -07:00
parent b3fa1bfc8a
commit 09c9e93fcf
10 changed files with 1428 additions and 445 deletions

View File

@@ -32,8 +32,7 @@ const spawn = {
"laser", "laser",
"pulsar", "pulsar",
"sneaker", "sneaker",
"launcher", "launcherOne", "exploder", "sucker", "sniper", "spinner", "grower", "beamer", "spawner", "ghoster",
//, "focuser"
"launcher", "launcherOne", "exploder", "sucker", "sniper", "spinner", "grower", "beamer", "spawner", "ghoster", "focuser"
],
mobTypeSpawnOrder: [], //preset list of mob names calculated at the start of a run by the randomSeed
mobTypeSpawnIndex: 0, //increases as the mob type cycles
@@ -5883,9 +5882,10 @@ const spawn = {
mobs.spawn(x, y, 7, radius, "transparent");
let me = mob[mob.length - 1];
me.seeAtDistance2 = 300000;
me.accelMag = 0.00015 * simulation.accelScale;
me.accelMag = 0.00004 + 0.00015 * simulation.accelScale;
if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
Matter.Body.setDensity(me, 0.0015); //normal is 0.001 //makes effective life much lower
// Matter.Body.setDensity(me, 0.0015); //normal is 0.001
me.damageReduction = 0.5
me.stroke = "transparent"; //used for drawGhost
me.alpha = 1; //used in drawGhost
me.isNotCloaked = false; //used in drawGhost
@@ -5893,9 +5893,9 @@ const spawn = {
// me.leaveBody = false;
me.collisionFilter.mask = cat.bullet //| cat.body
me.showHealthBar = false;
me.memory = 480;
me.memory = 600;
me.do = function () {
//cap max speed
//cap max speed to avoid getting launched by deflection, explosion
if (this.speed > 7) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.8,
@@ -5908,12 +5908,12 @@ const spawn = {
this.search();
//draw
if (this.distanceToPlayer2() < this.seeAtDistance2) {
if (this.alpha < 1) this.alpha += 0.01 * simulation.CDScale; //near player go solid
if (this.alpha < 1) this.alpha += 0.011 * simulation.CDScale; //near player go solid
} else {
if (this.alpha > 0) this.alpha -= 0.05; ///away from player, hide
}
if (this.alpha > 0) {
if (this.alpha > 0.8 && this.seePlayer.recall) {
if (this.alpha > 0.7 && this.seePlayer.recall) {
this.healthBar();
if (!this.isNotCloaked) {
this.isNotCloaked = true;
@@ -8165,14 +8165,29 @@ const spawn = {
}
}
},
bodyRect(x, y, width, height, chance = 1, properties = {
friction: 0.05,
frictionAir: 0.001,
}) {
if (Math.random() < chance) body[body.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
// bodyRect(x, y, width, height, chance = 1, properties = { friction: 0.05, frictionAir: 0.001 }) {
// if (Math.random() < chance) body[body.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
// },
// bodyVertex(x, y, vector, properties) { //adds shape to body array
// body[body.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
// },
bodyRect(x, y, width, height, chance = 1, properties = { friction: 0.05, frictionAir: 0.001 }) { //this is the command that adds blocks to the world in the middle of a level
if (Math.random() < chance) {
body[body.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
const who = body[body.length - 1]
who.collisionFilter.category = cat.body;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
Composite.add(engine.world, who); //add to world
who.classType = "body"
}
},
bodyVertex(x, y, vector, properties) { //adds shape to body array
bodyVertex(x, y, vector, properties) { //this is the command that adds blocks to the world in the middle of a level
body[body.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
const who = body[body.length - 1]
who.collisionFilter.category = cat.body;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
Composite.add(engine.world, who); //add to world
who.classType = "body"
},
mapRect(x, y, width, height, properties) { //adds rectangle to map array
map[map.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
@@ -8180,6 +8195,24 @@ const spawn = {
mapVertex(x, y, vector, properties) { //adds shape to map array
map[map.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
},
mapRectNow(x, y, width, height, properties, isRedrawMap = true) { //adds rectangle to map array in the middle of a level
map[map.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
const who = map[map.length - 1]
who.collisionFilter.category = cat.map;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(who, true); //make static
Composite.add(engine.world, who); //add to world
if (isRedrawMap) simulation.draw.setPaths()
},
mapVertexNow(x, y, vector, properties) { //adds shape to map array in the middle of a level
map[map.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
const who = map[map.length - 1]
who.collisionFilter.category = cat.map;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(who, true); //make static
Composite.add(engine.world, who); //add to world
if (isRedrawMap) simulation.draw.setPaths() //this is a bit slow on processing so maybe it's better to run after you spawn several different shapes
},
//complex map templates
spawnBuilding(x, y, w, h, leftDoor, rightDoor, walledSide) {
this.mapRect(x, y, w, 25); //roof