black hole boss balance
This commit is contained in:
136
js/bullets.js
136
js/bullets.js
@@ -398,8 +398,130 @@ const b = {
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ctx.globalAlpha = 1;
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}
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}
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},
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{
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// }, {
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// name: "entropic beam",
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// description: "steal entropy to heal<br>reflects off walls at 75% intensity<br>uses energy instead of ammunition",
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// ammo: 0,
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// // ammoPack: 350,
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// ammoPack: Infinity,
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// have: false,
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// fire() {
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// // mech.fireCDcycle = game.cycle + 1
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// //laser drains energy as well as bullets
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// const FIELD_DRAIN = 0.0001 //should be 0.001
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// if (mech.fieldMeter < FIELD_DRAIN) {
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// mech.fireCDcycle = game.cycle + 100; // cool down if out of energy
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// } else {
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// mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
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// let best;
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// const color = "#a0a";
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// const range = 600;
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// const path = [{
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// x: mech.pos.x + 20 * Math.cos(mech.angle),
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// y: mech.pos.y + 20 * Math.sin(mech.angle)
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// },
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// {
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// x: mech.pos.x + range * Math.cos(mech.angle),
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// y: mech.pos.y + range * Math.sin(mech.angle)
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// }
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// ];
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// const vertexCollision = function (v1, v1End, domain) {
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// for (let i = 0; i < domain.length; ++i) {
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// let vertices = domain[i].vertices;
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// const len = vertices.length - 1;
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// for (let j = 0; j < len; j++) {
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// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[j],
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// v2: vertices[j + 1]
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// };
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// }
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// }
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// }
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// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[0],
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// v2: vertices[len]
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// };
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// }
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// }
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// }
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// };
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// const checkforCollisions = function () {
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// best = {
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// x: null,
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// y: null,
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// dist2: Infinity,
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// who: null,
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// v1: null,
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// v2: null
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// };
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// vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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// vertexCollision(path[path.length - 2], path[path.length - 1], map);
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// vertexCollision(path[path.length - 2], path[path.length - 1], body);
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// };
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// const laserHitMob = function (dmg) {
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// if (best.who.alive) {
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// dmg *= b.dmgScale * 0.02;
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// mech.addHealth(0.002)
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// best.who.damage(dmg);
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// best.who.locatePlayer();
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// //draw mob damage circle
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// ctx.fillStyle = color;
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// ctx.beginPath();
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// ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
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// ctx.fill();
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// }
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// };
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// checkforCollisions();
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// if (best.dist2 != Infinity) {
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// //if hitting something
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// path[path.length - 1] = {
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// x: best.x,
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// y: best.y
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// };
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// laserHitMob(1);
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// }
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// ctx.fillStyle = color;
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// ctx.strokeStyle = color;
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// ctx.lineWidth = 4;
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// for (let i = 1, len = path.length; i < len; ++i) {
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// d = {
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// x: path[i].x - path[i - 1].x,
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// y: path[i].y - path[i - 1].y
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// }
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// const a = game.cycle * 5
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// p1 = {
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// x: d.x / 2 * Math.cos(a) - d.y / 2 * Math.sin(a),
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// y: d.x / 2 * Math.sin(a) + d.y / 2 * Math.cos(a),
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// }
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// const wave = 300 / Math.sqrt(d.x * d.x + d.y * d.y)
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// ctx.beginPath();
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// ctx.moveTo(path[i - 1].x, path[i - 1].y);
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// ctx.bezierCurveTo(path[i - 1].x + p1.x * wave, path[i - 1].y + p1.y * wave, path[i].x + p1.x * wave, path[i].y + p1.y * wave, path[i].x, path[i].y);
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// ctx.stroke();
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// }
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// }
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// }
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}, {
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name: "one shot",
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description: "fire a huge bullet with high recoil<br>effective at long distances",
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ammo: 0,
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@@ -794,7 +916,7 @@ const b = {
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},
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{
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name: "spores",
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description: "release an orb discharges spores after 2 seconds<br>spores seek out targets<br>spores can pass through blocks",
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description: "release an orb that discharges spores after 2 seconds<br>spores seek out targets<br>spores can pass through blocks",
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ammo: 0,
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ammoPack: 6,
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have: false,
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@@ -895,7 +1017,7 @@ const b = {
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},
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{
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name: "drones",
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description: "release drones that seek out targets<br>waits at crosshairs if no targets are available",
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description: "release drones that seek out targets<br>if no targets, drones move to mouse<br>",
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ammo: 0,
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ammoPack: 21,
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have: false,
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@@ -945,7 +1067,7 @@ const b = {
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}
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}
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if (!this.lockedOn) {
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//grab a power up if it is ammo or a heal when player is low
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//grab a power up if it is (ammo) or (a heal when player is low)
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let closeDist = Infinity;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (
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@@ -984,10 +1106,6 @@ const b = {
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})
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b.fireProps(mech.crouch ? 22 : 15, mech.crouch ? 26 : 1, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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// Matter.Body.setDensity(bullet[me], 0.000001);
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// bullet[me].onDmg = function () {
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// this.endCycle = 0; //bullet ends cycle after doing damage
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// };
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}
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},
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],
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12
js/level.js
12
js/level.js
@@ -13,16 +13,16 @@ const level = {
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// game.zoomScale = 1400 //1400
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if (game.levelsCleared === 0) {
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document.title = "n-gon";
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this.intro(); //starting level
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// this.intro(); //starting level
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// this.testingMap();
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// this.bosses();
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// this.aerie();
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this.aerie();
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// this.rooftops();
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// this.warehouse();
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// this.highrise();
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// this.office();
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// b.giveGuns(11) // set a starting gun for testing
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// mech.fieldUpgrades[5]() //give a field power up for testing
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b.giveGuns(1) // set a starting gun for testing
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mech.fieldUpgrades[5]() //give a field power up for testing
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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@@ -567,8 +567,8 @@ const level = {
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},
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aerie() {
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// game.setZoom(3000);
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// game.levelsCleared = 116; //for testing to simulate possible mobs spawns
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game.zoomTransition(1700) //1400 is normal
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game.levelsCleared = 5; //for testing to simulate possible mobs spawns
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game.zoomTransition(2100) //1400 is normal
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const backwards = (Math.random() < 0.75) ? false : true;
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if (backwards) {
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@@ -32,11 +32,9 @@ const powerUps = {
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} else {
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mech.fieldUpgrades[this.mode](); //set a predetermined power up
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}
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if (previousMode !== 0) { //pop the old field out in case player wants to swap back
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// mech.fieldMeter = 0 //drop field meter to zero to prevent automatic pickup
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mech.fieldCDcycle = game.cycle + 60; //trigger fieldCD to stop power up grab automatic pick up of spawn
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powerUps.spawn(mech.pos.x, mech.pos.y, "field", false, previousMode);
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powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
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}
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}
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},
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49
js/spawn.js
49
js/spawn.js
@@ -477,61 +477,75 @@ const spawn = {
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}
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}
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},
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suckerBoss(x, y, radius = 180 + Math.ceil(Math.random() * 70)) {
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radius = 9 + radius / 8; //extra small
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suckerBoss(x, y, radius = 20) {
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mobs.spawn(x, y, 12, radius, "#000");
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let me = mob[mob.length - 1];
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me.stroke = "transparent"; //used for drawSneaker
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me.eventHorizon = radius * 30; //required for blackhole
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me.eventHorizon = 900; //required for black hole
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me.seeAtDistance2 = (me.eventHorizon + 500) * (me.eventHorizon + 500); //vision limit is event horizon
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me.accelMag = 0.00011 * game.accelScale;
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me.collisionFilter.mask = 0x001101
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// me.frictionAir = 0.005;
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me.memory = 1000;
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Matter.Body.setDensity(me, 0.0055); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.3); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function () {
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//applying forces to player doesn't seem to work inside this method, not sure why
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if (Math.random() < 0.35 || mech.fieldMode === 0) powerUps.spawn(this.position.x, this.position.y, "field"); //boss spawns field upgrades
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// for (let i = 0; i < 70; i++) {
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// const index = body.length
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// spawn.bodyRect(this.position.x + 30 * (Math.random() - 0.5), this.position.y + 30 * (Math.random() - 0.5), 15 + 40 * Math.random(), 15 + 40 * Math.random());
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// body[index].collisionFilter.category = 0x010000;
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// body[index].collisionFilter.mask = 0x111000;
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// body[index].classType = "body";
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// World.add(engine.world, body[index]); //add to world
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// }
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};
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me.do = function () {
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//keep it slow, to stop issues from explosion knock backs
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if (this.speed > 7) {
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if (this.speed > 6) {
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Matter.Body.setVelocity(this, {
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x: this.velocity.x * 0.99,
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y: this.velocity.y * 0.99
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x: this.velocity.x * 0.95,
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y: this.velocity.y * 0.95
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});
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}
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this.seePlayerByDistOrLOS();
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if (this.seePlayer.recall) {
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//eventHorizon waves in and out
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eventHorizon = this.eventHorizon * (0.93 + 0.25 * Math.sin(game.cycle * 0.017))
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//accelerate towards the player
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const forceMag = this.accelMag * this.mass;
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const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
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this.force.x += forceMag * Math.cos(angle);
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this.force.y += forceMag * Math.sin(angle);
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//eventHorizon waves in and out
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eventHorizon = this.eventHorizon * (1 + 0.5 * Math.sin(game.cycle * 0.006))
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//draw darkness
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.25, 0, 2 * Math.PI);
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.9)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.55, 0, 2 * Math.PI);
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.4, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.7)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.6, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.5)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.8, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.3)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.1)";
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ctx.fill();
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this.healthBar();
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//when player is inside event horizon
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if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
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mech.damage(0.0003 * game.dmgScale);
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mech.damage(0.0002 * game.dmgScale);
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
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const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
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player.force.x -= 1.25 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.8 : 1);
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player.force.y -= 0.97 * player.mass * game.g * Math.sin(angle);
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player.force.x -= 1.5 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.7 : 1);
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player.force.y -= 1.5 * Math.sin(angle) * player.mass * game.g;
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//draw line to player
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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@@ -544,6 +558,7 @@ const spawn = {
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ctx.fillStyle = "rgba(0,0,0,0.3)";
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ctx.fill();
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}
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this.healthBar();
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}
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}
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},
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