n-gon phase graphics
n-gon phase graphics timeskipBoss written build sharing with URL variables
This commit is contained in:
85
js/spawn.js
85
js/spawn.js
@@ -641,52 +641,68 @@ const spawn = {
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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.timeSkipLastCycle = 0
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me.eventHorizon = 1600; //required for black hole
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me.eventHorizon = 1300; //required for black hole
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me.seeAtDistance2 = (me.eventHorizon + 1000) * (me.eventHorizon + 1000); //vision limit is event horizon
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me.accelMag = 0.0001 * game.accelScale;
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me.accelMag = 0.00013 * game.accelScale;
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// me.collisionFilter.mask = cat.player | cat.bullet
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// me.frictionAir = 0.005;
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// me.memory = 1600;
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Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.018); //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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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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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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this.seePlayerByDistOrLOS();
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this.seePlayerCheck();
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this.attraction()
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if (!game.isTimeSkipping) {
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const compress = 3
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if (this.timeSkipLastCycle < game.cycle - compress &&
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Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
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this.timeSkipLastCycle = game.cycle
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game.timeSkip(compress)
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if (this.seePlayer.recall) {
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//accelerate towards the player
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const forceMag = this.accelMag * this.mass;
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const dx = this.seePlayer.position.x - this.position.x
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const dy = this.seePlayer.position.y - this.position.y
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const mag = Math.sqrt(dx * dx + dy * dy)
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this.force.x += forceMag * dx / mag;
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this.force.y += forceMag * dy / mag;
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if (!game.isTimeSkipping) {
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this.fill = `rgba(0,0,0,${0.1+0.1*Math.random()})`
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const compress = 3
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if (this.timeSkipLastCycle < game.cycle - compress &&
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Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
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this.timeSkipLastCycle = game.cycle
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game.timeSkip(compress)
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this.stroke = "#000"
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this.isShielded = false;
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this.dropPowerUp = true;
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = `rgba(255,255,255,${mech.energy*0.5})`;
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ctx.globalCompositeOperation = "destination-in"; //in or atop
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ctx.fill();
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ctx.globalCompositeOperation = "source-over";
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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ctx.clip();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
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ctx.fill();
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ctx.strokeStyle = "#000";
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ctx.stroke();
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} else {
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = this.fill;
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ctx.fill();
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}
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
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// ctx.fillStyle = "#000";
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// ctx.fill();
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// ctx.strokeStyle = "#000";
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// ctx.stroke();
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
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// ctx.fill();
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// ctx.strokeStyle = "#000";
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// ctx.stroke();
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} else {
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this.isShielded = true;
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this.dropPowerUp = false;
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this.seePlayer.recall = false
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this.fill = "transparent"
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this.stroke = "transparent"
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = `rgba(0,0,0,${0.1*Math.random()})`;
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ctx.fill();
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}
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}
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this.checkStatus();
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}
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},
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@@ -1857,6 +1873,13 @@ const spawn = {
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color: "#f0f0f3"
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});
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},
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blockDoor(x, y, blockSize = 58) {
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spawn.mapRect(x, y - 290, 40, 60); // door lip
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spawn.mapRect(x, y, 40, 50); // door lip
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for (let i = 0; i < 4; ++i) {
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spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
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}
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},
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debris(x, y, width, number = Math.floor(2 + Math.random() * 9)) {
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for (let i = 0; i < number; ++i) {
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if (Math.random() < 0.15) {
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