total rewrite of collision system (spore buff)
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27
js/level.js
27
js/level.js
@@ -14,7 +14,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(15)
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b.giveGuns(12)
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// mech.fieldUpgrades[1].effect();
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// b.giveMod(21)
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@@ -96,21 +96,22 @@ const level = {
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spawn.spawnBuilding(-200, -250, 275, 240, false, true, "left"); //far left; player spawns in side
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// spawn.boost(350, 0, -1000);
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// for (let i = 0; i < 10; i++) {
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// powerUps.spawn(950, -425, "gun", false);
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// }
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// for (let i = 0; i < 5; i++) {
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// powerUps.spawn(2500 + i * 20, -1300, "gun", false);
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// powerUps.spawn(2500 + i * 20, -1100, "ammo", false);
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powerUps.spawn(950, -425, "gun", false);
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powerUps.spawn(950, -425, "gun", false);
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// }
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// spawn.nodeBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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// spawn.lineBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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// spawn.bodyRect(-135, -50, 50, 50);
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// spawn.bodyRect(-140, -100, 50, 50);
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spawn.bodyRect(-135, -50, 50, 50);
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spawn.bodyRect(-140, -100, 50, 50);
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// powerUps.spawn(420, -400, "ammo", false);
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// powerUps.spawn(450, -400, "mod", false, 6);
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// powerUps.spawn(450, -400, "mod", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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spawn.shooter(800, -1050);
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spawn.starter(800, -1050);
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spawn.starter(800, -1050);
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spawn.starter(800, -1050);
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spawn.starter(800, -1050);
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// spawn.groupBoss(-600, -550);
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// spawn.hopper(800, -150);
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// spawn.beamer(800, -150);
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@@ -1576,15 +1577,15 @@ const level = {
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//needs to be run to put bodies into the world
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for (let i = 0; i < body.length; i++) {
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//body[i].collisionFilter.group = 0;
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body[i].collisionFilter.category = 0x010000;
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body[i].collisionFilter.mask = 0x111111;
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body[i].collisionFilter.category = cat.body;
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body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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body[i].classType = "body";
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World.add(engine.world, body[i]); //add to world
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}
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for (let i = 0; i < map.length; i++) {
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//map[i].collisionFilter.group = 0;
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map[i].collisionFilter.category = 0x000001;
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map[i].collisionFilter.mask = 0x111111;
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map[i].collisionFilter.category = cat.map;
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map[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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Matter.Body.setStatic(map[i], true); //make static
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World.add(engine.world, map[i]); //add to world
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}
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