diff --git a/js/index.js b/js/index.js
index 59d02f4..4da05ee 100644
--- a/js/index.js
+++ b/js/index.js
@@ -2,6 +2,20 @@
/* TODO: *******************************************
*****************************************************
+mod: chance to not die from fatal damage
+ also push mobs and bodies away?
+ also heal?
+
+mod: bot that fires minigun bullets
+ only fires when your mouse is held down
+
+mod: do extra damage based on your speed
+ do more damage when not moving?
+ take less damage when not moving?
+
+mod: ground stomp on enterLand()
+ spawn spores
+
gun/field: portals
use the code from mines to get them to stick to walls
or lasers
@@ -10,11 +24,6 @@ gun/field: portals
missiles don't explode reliably enough
they can bounce, which is cool, but they should still explode right after a bounce
-mod: do something when at full health
- extra damage (seems too simple)
- power up drop rate? (hard to see directly)
- regenerate (if above 90% max health)
-
add mouse constraint in testing mode
https://github.com/liabru/matter-js/blob/master/examples/events.js
@@ -31,18 +40,10 @@ mod: do something at the end of each level
take no damage
don't shoot
-rewrite pause as a change to the main loop
- not important
- like testing loop
-
-mod: ground stomp on enterLand()
-
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
10% max health
20% of your current health
-Boss mob: triangle that fires three lasers
-
mob: has 2 or 3 shields that can regenerate over time
could be just a boss
@@ -52,6 +53,7 @@ gun: Spirit Bomb (singularity)
suck in nearby mobs, power ups?, blocks?
sucked in stuff increase size
uses energy
+ hold above the player's head
atmosphere levels
large rotating fan that the player has to move through
diff --git a/js/level.js b/js/level.js
index b734d44..5c0ae6d 100644
--- a/js/level.js
+++ b/js/level.js
@@ -13,14 +13,15 @@ const level = {
levelsCleared: 0,
start() {
if (level.levelsCleared === 0) {
- // level.difficultyIncrease(10)
- // b.giveGuns(0)
- // mech.setField(3)
- // b.giveMod(1);
+ level.difficultyIncrease(4)
+ b.giveGuns(0)
+ mech.setField(3)
+ b.giveMod(0);
- level.intro(); //starting level
+ // level.intro(); //starting level
// level.testingMap();
// level.bosses();
+ level.satellite();
// level.skyscrapers();
// level.aerie();
// level.rooftops();
@@ -72,6 +73,204 @@ const level = {
},
//******************************************************************************************************************
//******************************************************************************************************************
+ satellite() {
+ game.zoomScale = 4500 // remove
+ level.defaultZoom = 4500 // 1400
+ game.zoomTransition(level.defaultZoom)
+ mech.setPosToSpawn(-50, -50); //normal spawn
+ level.enter.x = mech.spawnPos.x - 50;
+ level.enter.y = mech.spawnPos.y + 20;
+ level.exit.x = -100;
+ level.exit.y = -425;
+ level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
+
+ powerUps.spawnStartingPowerUps(4500, -250);
+ spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
+ spawn.debris(4830, -1330, 850, 3); //16 debris per level
+ spawn.debris(3035, -3900, 1500, 3); //16 debris per level
+
+ document.body.style.backgroundColor = "#dbdcde";
+
+ //spawn start building
+ spawn.mapRect(-300, -800, 50, 800);
+ spawn.mapRect(-100, -20, 100, 30);
+ spawn.mapRect(-300, -10, 500, 50);
+ spawn.mapRect(150, -525, 50, 375);
+ spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room
+ level.fill.push({
+ x: -250,
+ y: -350,
+ width: 2950,
+ height: 650,
+ color: "rgba(0,20,40,0.2)"
+ });
+
+ spawn.mapRect(-300, 0, 1000, 300); //ground
+ spawn.mapRect(-300, 250, 6400, 300); //deeper ground
+ spawn.bodyRect(2100, 50, 100, 100);
+ spawn.bodyRect(2500, 50, 300, 200);
+ spawn.bodyRect(3350, -150, 300, 200);
+
+
+ //far right structure
+ spawn.mapRect(5200, -775, 100, 920);
+ spawn.mapRect(5300, -1075, 350, 1220);
+ spawn.boost(5850, 235, 1400);
+ level.fillBG.push({
+ x: 5200,
+ y: 125,
+ width: 450,
+ height: 200,
+ color: "rgba(0,20,40,0.2)"
+ });
+
+ //far right stairs
+ // spawn.mapRect(5200, -775, 100, 900);
+ // spawn.mapRect(5300, -1075, 100, 900);
+ // spawn.mapRect(5400, -1075, 100, 600);
+ // spawn.mapRect(5500, -1075, 100, 300);
+ // spawn.mapRect(5500, -100, 100, 500);
+ // spawn.mapRect(5600, -425, 100, 800);
+ // spawn.mapRect(5700, -750, 100, 1100);
+ // spawn.mapRect(5800, -1075, 100, 1400);
+ // level.fillBG.push({
+ // x: 5200,
+ // y: -1075,
+ // width: 600,
+ // height: 1350,
+ // color: "#c8cbcf"
+ // });
+
+
+ //structure bellow tall stairs
+ level.fill.push({
+ x: 4000,
+ y: -1200,
+ width: 1050,
+ height: 1500,
+ color: "rgba(0,20,40,0.13)"
+ });
+ spawn.mapRect(4000, -400, 325, 50);
+ spawn.mapRect(4725, -400, 325, 50);
+ spawn.mapRect(4000, -1300, 1050, 100);
+ // spawn.mapRect(5200, -1000, 450, 900);
+ // spawn.mapRect(5600, -1300, 600, 1850);
+
+ //steep stairs
+ spawn.mapRect(4100, -1700, 100, 300);
+ spawn.mapRect(4200, -2050, 100, 650);
+ spawn.mapRect(4300, -2400, 100, 1000);
+ spawn.mapRect(4400, -2750, 100, 1350);
+ spawn.mapRect(4500, -3100, 100, 1700);
+ spawn.mapRect(4600, -3450, 100, 2050);
+ spawn.mapRect(4100, -3450, 100, 900); //left top shelf
+ spawn.mapRect(4200, -3450, 100, 600); //left top shelf
+ spawn.mapRect(4300, -3450, 100, 300); //left top shelf
+ level.fillBG.push({
+ x: 4100,
+ y: -3450,
+ width: 500,
+ height: 1750,
+ color: "#d0d4d6"
+ });
+ level.fill.push({
+ x: 4100,
+ y: -1400,
+ width: 600,
+ height: 100,
+ color: "rgba(0,20,40,0.25)"
+ });
+
+ // spawn.mapRect(4100, -3750, 100, 2050); //top ledge
+ // spawn.mapRect(2300, -3750, 2000, 50); //ledge above boss
+ // spawn.bodyRect(2300, -4250, 300, 300);
+
+ //tall platform
+ spawn.mapVertex(3350, 250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
+ spawn.mapRect(2950, -3150, 800, 50); //super high shade
+ spawn.bodyRect(3675, -3470, 525, 20); //plank
+ spawn.bodyRect(3600, -3450, 200, 300); //plank support block
+ level.fillBG.push({
+ x: 3125,
+ y: -3100,
+ width: 450,
+ height: 3300,
+ color: "#d0d4d6"
+ });
+ // spawn.boost(3300, 165, 1000);
+ //tall platform
+ spawn.mapVertex(2225, -350, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
+ spawn.mapRect(1825, -2800, 800, 50); //super high shade
+ spawn.bodyRect(2350, -3100, 150, 300); //shield from laser
+ level.fillBG.push({
+ x: 2000,
+ y: -2750,
+ width: 450,
+ height: 2450,
+ color: "#d0d4d6"
+ });
+ //tall platform
+ spawn.mapVertex(1125, -350, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
+ spawn.mapRect(725, -2450, 800, 50); //super high shade
+ level.fillBG.push({
+ x: 900,
+ y: -2450,
+ width: 450,
+ height: 2100,
+ color: "#d0d4d6"
+ });
+ //tall platform above exit
+ spawn.mapRect(-400, -1900, 300, 50); //super high shade
+ spawn.mapRect(0, -1900, 300, 50); //super high shade
+ spawn.mapRect(-150, -1350, 200, 25); //super high shade
+ level.fillBG.push({
+ x: -300,
+ y: -1900,
+ width: 500,
+ height: 1100,
+ color: "#d0d4d6"
+ });
+
+ //exit building
+ spawn.mapRect(-100, -410, 100, 30);
+ spawn.mapRect(-300, -800, 500, 50);
+ spawn.mapRect(150, -800, 50, 100);
+ spawn.bodyRect(170, -700, 14, 175, 1, spawn.propsFriction); //door to exit room
+ spawn.mapRect(-300, -400, 3000, 100); //far left starting ceiling
+ level.fillBG.push({
+ x: -250,
+ y: -750,
+ width: 420,
+ height: 450,
+ color: "#d4f4f4"
+ });
+
+ // spawn.randomSmallMob(2200, -1775);
+ spawn.randomSmallMob(4400, -3500);
+ spawn.randomSmallMob(4800, -800);
+ spawn.randomSmallMob(800, 150);
+ spawn.randomMob(700, -600, 0.8);
+ spawn.randomMob(3100, -3600, 0.7);
+ spawn.randomMob(4200, -250, 0.7);
+ spawn.randomMob(4900, -1500, 0.6);
+ spawn.randomMob(1200, 100, 0.4);
+ spawn.randomMob(5900, -1500, 0.4);
+ spawn.randomMob(4700, -800, 0.4);
+ spawn.randomMob(1400, -400, 0.3);
+ spawn.randomMob(1200, 100, 0.3);
+ spawn.randomMob(2550, -100, 0.2);
+ spawn.randomMob(2000, -2800, 0.2);
+ spawn.randomMob(2000, -500, 0.2);
+ spawn.randomMob(4475, -3550, 0.1);
+ spawn.randomBoss(5000, -2150, 1);
+ spawn.randomBoss(3700, -4100, 0.3);
+ spawn.randomBoss(2700, -1600, 0.1);
+ spawn.randomBoss(1600, -100, 0);
+ spawn.randomBoss(5000, -3900, -0.3);
+ // spawn.laserBoss(2750, -2600);
+ if (game.difficulty > 3) spawn.laserBoss(1980, -2180);
+
+ },
testingMap() {
//start with all guns
// level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why?
diff --git a/js/player.js b/js/player.js
index 080bdc7..87e36e2 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1335,9 +1335,9 @@ const mech = {
description: "use energy to nullify gravity
launch larger blocks at much higher speeds",
effect: () => {
mech.fieldFire = true;
- mech.throwChargeRate = 4;
- mech.throwChargeMax = 150;
- mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
+ mech.throwChargeRate = 3;
+ mech.throwChargeMax = 110;
+ mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
mech.hold = function () {
if (mech.isHolding) {
diff --git a/js/spawn.js b/js/spawn.js
index da2ca39..046bf15 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -28,7 +28,7 @@ const spawn = {
return Math.random() < chance + 0.07 * game.difficulty && mob.length < -1 + 16 * Math.log10(game.difficulty + 1)
},
randomMob(x, y, chance = 1) {
- if (spawn.spawnChance(chance)) {
+ if (spawn.spawnChance(chance) || chance === Infinity) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x, y);
}
@@ -665,20 +665,46 @@ const spawn = {
this.laser();
};
},
- laserBoss(x, y, radius = 130) {
+ laserBoss(x, y, radius = 30) {
mobs.spawn(x, y, 3, radius, "#f00");
let me = mob[mob.length - 1];
me.startingPosition = {
x: x,
y: y
}
- // me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
- // Matter.Body.rotate(me, Math.random() * Math.PI * 2);
- Matter.Body.setDensity(me, 0.004 + 0.001 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
- // spawn.shield(me, x, y, 1);
+ me.dmg = 0.2 * game.dmgScale;
+ me.frictionAir = 0.03;
+ me.torque -= me.inertia * 0.005
+ Matter.Body.rotate(me, 0.25);
+ Matter.Body.setDensity(me, 0.04 * (1 + Math.sqrt(game.difficulty))); //extra dense //normal is 0.001 //makes effective life much larger
+ // spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
+ me.do = function () {
+ this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
+ // Matter.Body.rotate(this, -0.003 / (0.3 + this.health))
+ this.torque -= this.inertia * 0.00000145 / (4 + this.health);
+ Matter.Body.setVelocity(this, {
+ x: 0,
+ y: 0
+ });
+ Matter.Body.setPosition(this, this.startingPosition);
+
+ ctx.beginPath();
+ this.laser(this.vertices[0], this.angle + Math.PI / 3);
+ this.laser(this.vertices[1], this.angle + Math.PI);
+ this.laser(this.vertices[2], this.angle - Math.PI / 3);
+ ctx.strokeStyle = "#50f";
+ ctx.lineWidth = 1.5;
+ ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
+ ctx.stroke(); // Draw it
+ ctx.setLineDash([0, 0]);
+ ctx.lineWidth = 20;
+ ctx.strokeStyle = "rgba(80,0,255,0.07)";
+ ctx.stroke(); // Draw it
+ // this.laser(this.vertices[2], this.angle + Math.PI / 3);
+ };
me.laser = function (where, angle) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
@@ -717,7 +743,7 @@ const spawn = {
}
};
- const seeRange = 4000;
+ const seeRange = 7000;
best = {
x: null,
y: null,
@@ -730,35 +756,34 @@ const spawn = {
x: where.x + seeRange * Math.cos(angle),
y: where.y + seeRange * Math.sin(angle)
};
- vertexCollision(where, look, mob);
+ // vertexCollision(where, look, mob);
vertexCollision(where, look, map);
vertexCollision(where, look, body);
if (!mech.isStealth) vertexCollision(where, look, [player]);
//hitting mob
if (best.who) {
- if (best.who.mob) {
- // dmg = 0.03 * game.dmgScale;
- best.who.damage(0.1);
- //draw damage
- game.drawList.push({ //add dmg to draw queue
- x: best.x,
- y: best.y,
- radius: Math.sqrt(dmg) * 50,
- color: game.playerDmgColor,
- time: game.drawTime
- });
- }
+ // if (best.who.mob) {
+ // best.who.damage(Infinity);
+ // //draw damage
+ // game.drawList.push({ //add dmg to draw queue
+ // x: best.x,
+ // y: best.y,
+ // radius: 50,
+ // color: game.playerDmgColor,
+ // time: game.drawTime
+ // });
+ // }
// hitting player
- if (best.who === player) {
- dmg = 0.03 * game.dmgScale;
- mech.damage(dmg);
+ if (best.who === player && mech.collisionImmune < mech.cycle) {
+ mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
+ mech.damage(this.dmg);
//draw damage
game.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
- radius: dmg * 2000,
- color: game.mobDmgColor,
- time: game.drawTime
+ radius: this.dmg * 2000,
+ color: "rgba(80,0,255,0.5)",
+ time: 20
});
}
}
@@ -767,25 +792,6 @@ const spawn = {
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
}
- me.do = function () {
- this.torque = this.lookTorque * this.inertia * 0.2;
- Matter.Body.setVelocity(this, {
- x: 0,
- y: 0
- });
- Matter.Body.setPosition(this, this.startingPosition);
-
- ctx.beginPath();
- this.laser(this.vertices[0], this.angle + Math.PI / 3);
- this.laser(this.vertices[1], this.angle + Math.PI);
- this.laser(this.vertices[2], this.angle - Math.PI / 3);
- ctx.strokeStyle = "#f00"; // Purple path
- ctx.lineWidth = 3;
- ctx.setLineDash([50 + 120 * Math.random(), 55 * Math.random()]);
- ctx.stroke(); // Draw it
- ctx.setLineDash([0, 0]);
- // this.laser(this.vertices[2], this.angle + Math.PI / 3);
- };
},
striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");