moving files to different computer
reworked focuser mobs to fire blue energy draining laser instead of charging player
This commit is contained in:
47
js/level.js
47
js/level.js
@@ -60,12 +60,12 @@ const level = {
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// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "warp");
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// for (let i = 0; i < 7; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 250, "research", false);
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// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
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// level.substructure();
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// level.cocoon();
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level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
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// for (let i = 0; i < 5; ++i) spawn.sneaker(1900, -500)
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// for (let i = 0; i < 1; ++i) spawn.shieldingBoss(1900, -500)
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// for (let i = 0; i < 1; i++) spawn.mantisBoss(1900, -500)
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// for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement");
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@@ -3093,8 +3093,9 @@ const level = {
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// ctx.font = "50px Arial";
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// ctx.fillStyle = "rgba(0,0,0,0.3)"
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// for (let i = 0; i < 5; i++) {
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// const wiggle = 10
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// const wiggle = 2
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// ctx.fillText("move", 500 + wiggle * Math.random(), -500 + wiggle * Math.random());
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// ctx.fillText("move", 500, -400);
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// }
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//push around power ups stuck in the tube wall
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@@ -8154,6 +8155,46 @@ const level = {
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powerUps.directSpawn(2100, 925, "heal");
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powerUps.directSpawn(625, -100, "heal");
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},
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cocoon() {
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// simulation.fallHeight = 4000
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level.announceMobTypes()
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level.setPosToSpawn(-3800, 950);
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level.exit.x = 3750
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level.exit.y = -625
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level.defaultZoom = 2000
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#d0d5d5";
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color.map = "#444"
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level.custom = () => {
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level.exit.drawAndCheck();
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level.enter.draw();
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};
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level.customTopLayer = () => {
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ctx.fillStyle = "rgba(0,255,255,0.1)" //"#d4f4f4" //exit
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ctx.fillRect(3535, -1050, 500, 475);
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//shadows
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ctx.fillStyle = "rgba(0,20,60,0.09)"
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// ctx.fillRect(-4025, -1050, 1750, 2275);
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};
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//boxes center on zero,zero with deep walls to hide background
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spawn.mapRect(4000, -2000, 2000, 4000); //right map wall
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spawn.mapRect(-6000, -2000, 2000, 4000); //left map wall
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spawn.mapRect(-6000, -4000, 12000, 3000); //map ceiling
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spawn.mapRect(-6000, 1000, 12000, 3000); //floor
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// spawn.randomMob(2825, 75, 0.9);
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// spawn.randomLevelBoss(2400, 600);
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// spawn.secondaryBossChance(800, -300)
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// powerUps.spawnStartingPowerUps(600, 375);
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// powerUps.addResearchToLevel() //needs to run after mobs are spawned
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},
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lock() {
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level.announceMobTypes()
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level.setPosToSpawn(0, -65); //lower start
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101
js/spawn.js
101
js/spawn.js
@@ -3089,28 +3089,32 @@ const spawn = {
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if (this.seePlayer.yes && dist2 < 4000000) {
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const rangeWidth = 2000; //this is sqrt of 4000000 from above if()
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//targeting laser will slowly move from the mob to the player's position
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this.laserPos = Vector.add(this.laserPos, Vector.mult(Vector.sub(player.position, this.laserPos), 0.1));
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this.laserPos = Vector.add(this.laserPos, Vector.mult(Vector.sub(player.position, this.laserPos), 0.03));
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let targetDist = Vector.magnitude(Vector.sub(this.laserPos, m.pos));
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const r = 12;
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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if (targetDist < r + 16) {
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targetDist = r + 10;
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//charge at player
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const forceMag = this.accelMag * 40 * 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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}
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// else {
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//high friction if can't lock onto player
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// Matter.Body.setVelocity(this, {
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// x: this.velocity.x * 0.98,
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// y: this.velocity.y * 0.98
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// });
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// }
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if (dist2 > 80000) {
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const laserWidth = 0.002;
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if (m.immuneCycle < m.cycle) {
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m.damage(0.0003 * simulation.dmgScale);
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if (m.energy > 0.1) m.energy -= 0.003
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}
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(m.pos.x, m.pos.y);
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ctx.lineTo(m.pos.x + (Math.random() - 0.5) * 3000, m.pos.y + (Math.random() - 0.5) * 3000);
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ctx.lineWidth = 2;
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ctx.strokeStyle = "rgb(0,0,255)";
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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ctx.stroke();
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ctx.setLineDash([]);
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,255,0.1)";
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ctx.fill();
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} else {
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const laserWidth = 0.0005;
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let laserOffR = Vector.rotateAbout(this.laserPos, (targetDist - r) * laserWidth, this.position);
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let sub = Vector.normalise(Vector.sub(laserOffR, this.position));
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laserOffR = Vector.add(laserOffR, Vector.mult(sub, rangeWidth));
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@@ -3120,7 +3124,7 @@ const spawn = {
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sub = Vector.normalise(Vector.sub(laserOffL, this.position));
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laserOffL = Vector.add(laserOffL, Vector.mult(sub, rangeWidth));
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ctx.lineTo(laserOffL.x, laserOffL.y);
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ctx.fillStyle = `rgba(0,0,255,${Math.max(0, 0.3 * r / targetDist)})`
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ctx.fillStyle = `rgba(0,0,255,${Math.max(0, 0.6 * r / targetDist)})`
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ctx.fill();
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}
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} else {
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@@ -3128,6 +3132,69 @@ const spawn = {
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}
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}
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},
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// focuser(x, y, radius = 30 + Math.ceil(Math.random() * 10)) {
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// radius = Math.ceil(radius * 0.7);
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// mobs.spawn(x, y, 4, radius, "rgb(0,0,255)");
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// let me = mob[mob.length - 1];
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// Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001
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// me.restitution = 0;
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// me.laserPos = me.position; //required for laserTracking
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// me.repulsionRange = 1200000; //squared
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// me.accelMag = 0.00009 * simulation.accelScale;
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// me.frictionStatic = 0;
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// me.friction = 0;
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// me.onDamage = function () {
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// this.laserPos = this.position;
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// };
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// spawn.shield(me, x, y);
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// me.do = function () {
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// this.seePlayerByLookingAt();
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// this.checkStatus();
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// this.attraction();
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// const dist2 = this.distanceToPlayer2();
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// //laser Tracking
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// if (this.seePlayer.yes && dist2 < 4000000) {
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// const rangeWidth = 2000; //this is sqrt of 4000000 from above if()
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// //targeting laser will slowly move from the mob to the player's position
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// this.laserPos = Vector.add(this.laserPos, Vector.mult(Vector.sub(player.position, this.laserPos), 0.1));
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// let targetDist = Vector.magnitude(Vector.sub(this.laserPos, m.pos));
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// const r = 12;
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// ctx.beginPath();
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// ctx.moveTo(this.position.x, this.position.y);
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// if (targetDist < r + 16) {
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// targetDist = r + 10;
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// //charge at player
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// const forceMag = this.accelMag * 40 * 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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// }
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// // else {
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// //high friction if can't lock onto player
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// // Matter.Body.setVelocity(this, {
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// // x: this.velocity.x * 0.98,
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// // y: this.velocity.y * 0.98
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// // });
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// // }
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// if (dist2 > 80000) {
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// const laserWidth = 0.002;
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// let laserOffR = Vector.rotateAbout(this.laserPos, (targetDist - r) * laserWidth, this.position);
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// let sub = Vector.normalise(Vector.sub(laserOffR, this.position));
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// laserOffR = Vector.add(laserOffR, Vector.mult(sub, rangeWidth));
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// ctx.lineTo(laserOffR.x, laserOffR.y);
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// let laserOffL = Vector.rotateAbout(this.laserPos, (targetDist - r) * -laserWidth, this.position);
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// sub = Vector.normalise(Vector.sub(laserOffL, this.position));
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// laserOffL = Vector.add(laserOffL, Vector.mult(sub, rangeWidth));
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// ctx.lineTo(laserOffL.x, laserOffL.y);
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// ctx.fillStyle = `rgba(0,0,255,${Math.max(0, 0.3 * r / targetDist)})`
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// ctx.fill();
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// }
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// } else {
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// this.laserPos = this.position;
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// }
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// }
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// },
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flutter(x, y, radius = 20 + 6 * Math.random()) {
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mobs.spawn(x, y, 7, radius, '#16576b');
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let me = mob[mob.length - 1];
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123
todo.txt
123
todo.txt
@@ -1,24 +1,6 @@
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******************************************************** NEXT PATCH **************************************************
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reworked m.switchWorlds() (used in many-worlds and similar effects)
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no longer has extra bot build up
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effects that carry over into next world:
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your total tech count
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effects of non-removeable tech, like determinism
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mass production research ramps up by 5->4 each time
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bot fabrications cost ramp is increased to (+1 per 4)-->(+1 per 3)
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lowered minimum threshold for making small heals from over healing to 13->20 health
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snakeBoss invulnerable phase is 5->4 seconds long
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time dilation disables level based lasers
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adjusted laser sensor paths on substructure level
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move splash screen buttons to bottom right
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added a start button
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details menus in splash screen now have individual widths instead of sharing with each other
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bugs
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non-renewables change color for ammo power ups on current level
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reworked focuser mobs to fire blue energy draining laser instead of charging player
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******************************************************** BUGS ********************************************************
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@@ -58,18 +40,18 @@ player can become crouched while not touching the ground if they exit the ground
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*********************************************************** TODO *****************************************************
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animate adding new tech or guns or field to the text menu
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css transitions or trigger an animation?
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bold for 3-5 seconds
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is bold going to move other text up and down?
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dark opacity 1 font
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new level - something with movers
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rework focuser mobs to fire blue laser instead of charging player
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like in classic 7-1-2017
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this makes more sense that a bean is focusing
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new level - something with movers, rubber band blocks
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button/switch input ideas from Cocoon game
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pick up blocks that have a rubber band attached to a sliding switch
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as player moves the vector direction of the rubber band will move the slider left or right
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use this to open doors, move larger blocks, ...
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switches that toggle left, right when player presses input.field while standing nearby
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replace laser off on switch?
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platform that rises up when player presses input.field while standing
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How to instruct player to use field on these?
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color with field #0ff
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draw field effect
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make it still functional without the field button
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!!conformal - similar rules for small and big scales linked to holographic principle
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@@ -81,47 +63,14 @@ rework focuser mobs to fire blue laser instead of charging player
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only after wormhole eats a block fire?
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or just increase plasma length after eating block?
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new level element - motion trigger for laser
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new level heist
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above - a building with rooms and doors like office/warehouse
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below - long indoor tunnels like sewers
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dark colors
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narrow branching paths
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elements
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motion triggered lasers
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doors opened by buttons
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button that opens 1 door, but closes another when down
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make the button down state easier, have extra power ups
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make a text orb for JUNK text to make JUNK more clear
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extended vertical flip to edge cases:
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!!stored circular graphics simulation.drawList.push
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procedural animation
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https://www.youtube.com/watch?v=qlfh_rv6khY
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not implemented random constraint ideas________________________
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mob death spawns something
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mob bullets
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bosses heals nearby mobs
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ammo power ups give 0.7x ammo
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2x research costs
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mobs slowly regen health
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exit door takes 10x time to open,
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and while door is opening (ghosters, suckers) attack?
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can't have more then 15 bullets
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how to code?
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remove 2 random tech and return them next level
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tech: ice-VII - 1.5x duration for ice-IX
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tech: - freezing grenades/explosions
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tech: - when you get a bot, get a second bot
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tech: - after killing a Boss
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heal to full
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gain 3x damage for the rest of the level
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@@ -159,12 +108,6 @@ tech: atomic pile - lose 1 health if you are above the maximum energy
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do damage?
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plasma torch tech?
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figure out how to put instructions for controls in background on initial level
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mouse smooth makes the text position jitter when it moves sub pixels
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hide the jitter with artificial jitter to make it seem intentional
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make it look like the instructions are on a fuzzy TV screen
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when player presses move buttons highlight the box/letter for those buttons
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make player mass an adjustable var in the skin
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does this mess with jump height or air control?
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increase mass and movement speed at the same time
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@@ -174,10 +117,6 @@ increase mass and movement speed at the same time
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possible player.mass bad interactions
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grapple
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rework energy and health HUD
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make both diegetic?
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how? not sure there is a good way to do this...
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tech - after a power up is duplicated
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update text to random effect after choosing tech, or after each trigger, or on first display of tech
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pick 1 effect at random
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@@ -185,7 +124,7 @@ tech - after a power up is duplicated
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summon JUNK bots for 10 seconds
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2x current energy
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gain 1.01x damage permanently
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cool name:
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cool name:
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after picking up heals gain ____
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0.1x damage taken for 12s
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@@ -201,43 +140,9 @@ tech - getting caught in an explosion gives you _____
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damage for 10 seconds?
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heals
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tech - limit total number of tech to like 10?
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tech - destroying blocks gives _____
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removeJunkTechFromPool doesn't seem to remove the correct amount
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wormholes that end inside wall check to see if the space before the wall is safe and end there instead
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can use laser code
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tech: - (1 + 0.01)x for each tech, gun, field you've picked up
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scales with born rule, duplication, remove tech
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explosions have a chance to spawn spores
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infinite feedback loop with spores that explode?
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make sure healing isn't effected by simulation.healScale
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instead heal orb size should be scaled
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but the ratio between size and heal shouldn't be effected
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boss - tracks the position, velocity, angle of power ups, blocks, and bullets it fires
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reactor only?
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will rewind time
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after damage threshold?
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does it track player bullets?
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button/switch input ideas from Cocoon game
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pick up blocks that have a rubber band attached to a sliding switch
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as player moves the vector direction of the rubber band will move the slider left or right
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use this to open doors, move larger blocks, ...
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switches that toggle left, right when player presses input.field while standing nearby
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replace laser off on switch?
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platform that rises up when player presses input.field while standing
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How to instruct player to use field on these?
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color with field #0ff
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draw field effect
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make it still functional without the field button
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tech - getting a new gun also gives you 2 random tech for that gun
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or a field?
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can these guntech tech be converted into a player choice?
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