working on sat level

This commit is contained in:
lilgreenland
2020-01-28 07:05:40 -08:00
parent 89d0ea18a7
commit 48d1223d31
2 changed files with 106 additions and 121 deletions

View File

@@ -13,10 +13,10 @@ const level = {
levelsCleared: 0,
start() {
if (level.levelsCleared === 0) {
level.difficultyIncrease(4)
b.giveGuns(0)
mech.setField(3)
b.giveMod(0);
// level.difficultyIncrease(4)
// b.giveGuns(0)
// mech.setField(3)
// b.giveMod(0);
// level.intro(); //starting level
// level.testingMap();
@@ -74,8 +74,8 @@ const level = {
//******************************************************************************************************************
//******************************************************************************************************************
satellite() {
game.zoomScale = 4500 // remove
level.defaultZoom = 4500 // 1400
// game.zoomScale = 4500 // remove
level.defaultZoom = 1600 // 4500 // 1400
game.zoomTransition(level.defaultZoom)
mech.setPosToSpawn(-50, -50); //normal spawn
level.enter.x = mech.spawnPos.x - 50;
@@ -84,7 +84,7 @@ const level = {
level.exit.y = -425;
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
powerUps.spawnStartingPowerUps(4500, -250);
powerUps.spawnStartingPowerUps(4450, -1400);
spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
spawn.debris(4830, -1330, 850, 3); //16 debris per level
spawn.debris(3035, -3900, 1500, 3); //16 debris per level
@@ -95,27 +95,96 @@ const level = {
spawn.mapRect(-300, -800, 50, 800);
spawn.mapRect(-100, -20, 100, 30);
spawn.mapRect(-300, -10, 500, 50);
spawn.mapRect(150, -525, 50, 375);
spawn.mapRect(150, -515, 50, 365);
spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room
level.fill.push({
x: -250,
y: -350,
width: 2950,
height: 650,
color: "rgba(0,20,40,0.2)"
});
spawn.mapRect(-300, 0, 1000, 300); //ground
spawn.mapRect(-300, 250, 6400, 300); //deeper ground
spawn.bodyRect(2100, 50, 100, 100);
spawn.bodyRect(2500, 50, 300, 200);
spawn.mapRect(-300, 250, 6300, 300); //deeper ground
spawn.bodyRect(2100, 50, 80, 80);
spawn.bodyRect(2000, 50, 60, 60);
// spawn.bodyRect(1650, 50, 300, 200);
spawn.bodyRect(3350, -150, 300, 200);
//exit building
spawn.mapRect(-100, -410, 100, 30);
spawn.mapRect(-300, -800, 500, 50);
spawn.mapRect(150, -800, 50, 110);
spawn.bodyRect(170, -690, 14, 175, 1, spawn.propsFriction); //door to exit room
spawn.mapRect(-300, -400, 500, 100); //far left starting ceiling
level.fill.push({
x: -250,
y: -400,
width: 1800,
height: 775,
color: "rgba(0,20,40,0.2)"
});
level.fill.push({
x: 1800,
y: -475,
width: 850,
height: 775,
color: "rgba(0,20,40,0.2)"
});
level.fillBG.push({
x: -250,
y: -750,
width: 420,
height: 450,
color: "#d4f4f4"
});
//tall platform above exit
spawn.mapRect(-500, -1900, 400, 50); //super high shade
spawn.mapRect(0, -1900, 400, 50); //super high shade
spawn.mapRect(-150, -1350, 200, 25); //super high shade
level.fillBG.push({
x: -300,
y: -1900,
width: 500,
height: 1100,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(1125, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(150, -500, 1400, 100); //far left starting ceiling
spawn.mapRect(625, -2450, 1000, 50); //super high shade
spawn.bodyRect(1300, -3600, 150, 150); //shield from laser
level.fillBG.push({
x: 900,
y: -2450,
width: 450,
height: 2050,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(2225, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(1725, -2800, 450, 50); //super high shade
spawn.mapRect(2275, -2800, 450, 50); //super high shade
spawn.mapRect(1800, -500, 850, 100); //far left starting ceiling
spawn.bodyRect(2225, -2950, 150, 150); //shield from laser
level.fillBG.push({
x: 2000,
y: -2800,
width: 450,
height: 2300,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(3350, 250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(2850, -3150, 1000, 50); //super high shade
spawn.bodyRect(3675, -3470, 525, 20); //plank
spawn.bodyRect(3600, -3450, 200, 300); //plank support block
level.fillBG.push({
x: 3125,
y: -3100,
width: 450,
height: 3300,
color: "#d0d4d6"
});
//far right structure
spawn.mapRect(5200, -775, 100, 920);
spawn.mapRect(5300, -1075, 350, 1220);
spawn.boost(5850, 235, 1400);
spawn.boost(5825, 235, 1400);
level.fillBG.push({
x: 5200,
y: 125,
@@ -124,24 +193,6 @@ const level = {
color: "rgba(0,20,40,0.2)"
});
//far right stairs
// spawn.mapRect(5200, -775, 100, 900);
// spawn.mapRect(5300, -1075, 100, 900);
// spawn.mapRect(5400, -1075, 100, 600);
// spawn.mapRect(5500, -1075, 100, 300);
// spawn.mapRect(5500, -100, 100, 500);
// spawn.mapRect(5600, -425, 100, 800);
// spawn.mapRect(5700, -750, 100, 1100);
// spawn.mapRect(5800, -1075, 100, 1400);
// level.fillBG.push({
// x: 5200,
// y: -1075,
// width: 600,
// height: 1350,
// color: "#c8cbcf"
// });
//structure bellow tall stairs
level.fill.push({
x: 4000,
@@ -153,19 +204,17 @@ const level = {
spawn.mapRect(4000, -400, 325, 50);
spawn.mapRect(4725, -400, 325, 50);
spawn.mapRect(4000, -1300, 1050, 100);
// spawn.mapRect(5200, -1000, 450, 900);
// spawn.mapRect(5600, -1300, 600, 1850);
//steep stairs
spawn.mapRect(4100, -1700, 100, 300);
spawn.mapRect(4200, -2050, 100, 650);
spawn.mapRect(4300, -2400, 100, 1000);
spawn.mapRect(4400, -2750, 100, 1350);
spawn.mapRect(4500, -3100, 100, 1700);
spawn.mapRect(4600, -3450, 100, 2050);
spawn.mapRect(4100, -3450, 100, 900); //left top shelf
spawn.mapRect(4200, -3450, 100, 600); //left top shelf
spawn.mapRect(4300, -3450, 100, 300); //left top shelf
spawn.mapRect(4100, -1700, 100, 100);
spawn.mapRect(4200, -2050, 100, 450);
spawn.mapRect(4300, -2400, 100, 800);
spawn.mapRect(4400, -2750, 100, 1150);
spawn.mapRect(4500, -3100, 100, 1500);
spawn.mapRect(4600, -3450, 100, 1850);
spawn.mapRect(4100, -3450, 100, 700); //left top shelf
spawn.mapRect(4200, -3450, 100, 400); //left top shelf
spawn.mapRect(4300, -3450, 100, 100); //left top shelf
level.fillBG.push({
x: 4100,
y: -3450,
@@ -175,77 +224,12 @@ const level = {
});
level.fill.push({
x: 4100,
y: -1400,
y: -1600,
width: 600,
height: 100,
color: "rgba(0,20,40,0.25)"
height: 300,
color: "rgba(0,20,40,0.13)"
});
// spawn.mapRect(4100, -3750, 100, 2050); //top ledge
// spawn.mapRect(2300, -3750, 2000, 50); //ledge above boss
// spawn.bodyRect(2300, -4250, 300, 300);
//tall platform
spawn.mapVertex(3350, 250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(2950, -3150, 800, 50); //super high shade
spawn.bodyRect(3675, -3470, 525, 20); //plank
spawn.bodyRect(3600, -3450, 200, 300); //plank support block
level.fillBG.push({
x: 3125,
y: -3100,
width: 450,
height: 3300,
color: "#d0d4d6"
});
// spawn.boost(3300, 165, 1000);
//tall platform
spawn.mapVertex(2225, -350, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(1825, -2800, 800, 50); //super high shade
spawn.bodyRect(2350, -3100, 150, 300); //shield from laser
level.fillBG.push({
x: 2000,
y: -2750,
width: 450,
height: 2450,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(1125, -350, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(725, -2450, 800, 50); //super high shade
level.fillBG.push({
x: 900,
y: -2450,
width: 450,
height: 2100,
color: "#d0d4d6"
});
//tall platform above exit
spawn.mapRect(-400, -1900, 300, 50); //super high shade
spawn.mapRect(0, -1900, 300, 50); //super high shade
spawn.mapRect(-150, -1350, 200, 25); //super high shade
level.fillBG.push({
x: -300,
y: -1900,
width: 500,
height: 1100,
color: "#d0d4d6"
});
//exit building
spawn.mapRect(-100, -410, 100, 30);
spawn.mapRect(-300, -800, 500, 50);
spawn.mapRect(150, -800, 50, 100);
spawn.bodyRect(170, -700, 14, 175, 1, spawn.propsFriction); //door to exit room
spawn.mapRect(-300, -400, 3000, 100); //far left starting ceiling
level.fillBG.push({
x: -250,
y: -750,
width: 420,
height: 450,
color: "#d4f4f4"
});
// spawn.randomSmallMob(2200, -1775);
spawn.randomSmallMob(4400, -3500);
spawn.randomSmallMob(4800, -800);
spawn.randomSmallMob(800, 150);
@@ -268,7 +252,8 @@ const level = {
spawn.randomBoss(1600, -100, 0);
spawn.randomBoss(5000, -3900, -0.3);
// spawn.laserBoss(2750, -2600);
if (game.difficulty > 3) spawn.laserBoss(1980, -2180);
// if (game.difficulty > 3)
spawn.laserBoss(2225, -2400);
},
testingMap() {