black hole boss balance
This commit is contained in:
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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