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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