added player history

balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%)
some fixes on community level detour
added a once every 7 second check to try to undo the crouch bug
  (I have no idea how to crouch bug is happening, so I can't even test this fix)

mod: slow light propagation - laser is divided into your past, and increase total damage by 200%
  let me know about balance (is this too strong or too weak)
This commit is contained in:
landgreen
2020-11-24 06:40:25 -08:00
parent 463bacc977
commit 313a9f861f
7 changed files with 319 additions and 128 deletions

View File

@@ -17,10 +17,10 @@ const level = {
// game.zoomScale = 1000;
// game.setZoom();
// mech.setField("wormhole")
// b.giveGuns("rail gun")
// b.giveGuns("laser")
// mod.is3Missiles = true
// mod.giveMod("dielectric polarization")
// mod.giveMod("capacitor bank")
// mod.giveMod("history laser")
// mod.giveMod("diffuse beam")
level.intro(); //starting level
// level.testing(); //not in rotation
@@ -56,6 +56,21 @@ const level = {
level.addToWorld(); //add bodies to game engine
game.draw.setPaths();
b.respawnBots();
for (let i = 0; i < 300; i++) { //reset history
mech.history[i] = {
position: {
x: mech.pos.x,
y: mech.pos.y,
},
velocity: {
x: player.velocity.x,
y: player.velocity.y
},
angle: mech.angle,
health: mech.health,
energy: mech.energy,
}
}
if (mod.isArmorFromPowerUps) {
mod.armorFromPowerUps += 0.05 * powerUps.totalPowerUps
mech.setMaxHealth();
@@ -142,10 +157,10 @@ const level = {
// spawn.boost(1500, 0, 900);
// spawn.starter(1900, -500, 20)
// spawn.bomberBoss(2900, -500)
// spawn.sucker(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
spawn.striker(1600, -500)
// spawn.striker(1600, -500)
// spawn.shooter(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
@@ -156,7 +171,7 @@ const level = {
// spawn.nodeBoss(1200, -500, "launcher")
// spawn.snakeBoss(1200, -500)
// spawn.powerUpBoss(2900, -500)
spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {
@@ -2957,6 +2972,13 @@ const level = {
height: 475,
color: BGColor
});
level.fill.push({
x: 1800,
y: -1120,
width: 775,
height: 600,
color: BGColor
});
drawOnTheMapMapRect(3800, -270, 75, 75);
drawOnTheMapMapRect(3900, -895, 500, 75);
drawOnTheMapMapRect(3900, -1195, 75, 375);
@@ -2981,15 +3003,6 @@ const level = {
drawOnTheMapBodyRect(4850, -720, 250, 200);
drawOnTheMapBodyRect(4050, -970, 25, 25);
drawOnTheMapBodyRect(3075, -1245, 50, 50);
buttonSortieSalle = level.button(3000, -1745)
spawn.mapVertex(3065, -1745, "100 10 -100 10 -70 -10 70 -10");
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
game.draw.setPaths() //update map graphics
portalEnHaut = level.portal({
x: 3650,
y: -1470
@@ -3001,13 +3014,14 @@ const level = {
spawn.randomSmallMob(2500, -2070 + Math.random(), 1);
spawn.randomSmallMob(5000, -1370, 1);
spawn.randomMob(5000, -645, 0.9);
spawn.randomMob(4050, 970, 0.9);
spawn.randomMob(4050, -970, 0.9);
spawn.randomSmallMob(2800, -1620, 0.7);
spawn.randomMob(2400, -1370, 0.5);
spawn.randomMob(3725, -1320, 0.3);
spawn.randomBoss(2115, -2020, 0.1)
powerUps.spawn(5000, -1275, "heal");
levelCustom2();
}
//////////////////////////////////////////
@@ -3029,16 +3043,6 @@ const level = {
portalEnHaut[2].query();
portalEnHaut[3].query();
rotor.rotate();
// rotor2.rotate
buttonSortieSalle.query();
buttonSortieSalle.draw();
////////////
if (buttonSortieSalle.isUp) {
doorSortieSalle.isOpen = door3isOpen;
} else {
doorSortieSalle.isOpen = false;
door3isOpen = false;
}
doorSortieSalle.openClose();
level.playerExitCheck();
};
@@ -3053,6 +3057,7 @@ const level = {
ctx.beginPath();
ctx.arc(balance.pointA.x, balance.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
};
}
//spawn box
@@ -3091,7 +3096,7 @@ const level = {
spawn.bodyRect(1700, -195, 50, 50);
spawn.mapRect(450, -520, 1600, 100); //plafond 1
spawn.mapRect(450, 255, 1600, 100); //sol 1
spawn.mapRect(2250, -95, 1450, 75); //entresol
spawn.mapRect(2250, -45, 1450, 75); //entresol
spawn.mapRect(3900, -520, 2000, 100); //plafond 2
spawn.mapRect(3900, 255, 2000, 100); //sol 2
//grande salle
@@ -3135,40 +3140,43 @@ const level = {
spawn.randomMob(8800, -45, 0.2);
spawn.randomBoss(8025, -845, 0.2);
// if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(8000, 630)
if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(8000, 630)
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
cons[cons.length] = Constraint.create({
pointA: {
x: 8550,
y: 680
},
bodyB: mob[mob.length - 1],
stiffness: 0.00015
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
} else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
}
} else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
};
cons[cons.length] = Constraint.create({
pointA: {
x: 8550,
y: 680
},
bodyB: mob[mob.length - 1],
stiffness: 0.00015
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
}
// } else {
// spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
// let me = mob[mob.length - 1];
// me.onDeath = function () {
// spawnCouloirEnHaut()
// };
// }
},
house() {
const rotor = level.rotor(4315, -315, -0.0002, 120, 20, 200);