mantisBoss

mantisBoss:  3 punching mobs, eject your ammo when you get punched
  invulnerable except for 1 second after moving

powerUpBossBaby: smaller, cuter, faster, can't move through walls

slashBoss renamed revolutionBoss
  invulnerable every other revolution of it's blades

new mob state: invulnerable - immune to damage and status effects (stun, dots, freeze)
damage and harm circle graphic size have been made more consistent

bug fixes
This commit is contained in:
landgreen
2021-12-13 19:11:46 -08:00
parent 4137d719da
commit 498f867738
13 changed files with 555 additions and 125 deletions

View File

@@ -1932,7 +1932,7 @@ const b = {
simulation.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(dmg) * 50,
radius: 600 * dmg * best.who.damageReduction,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime * 4
});
@@ -2058,7 +2058,8 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(damage) * 100,
// radius: Math.sqrt(damage) * 100 * mob[k].damageReduction,
radius: 600 * damage * best.who.damageReduction,
color: tech.laserColorAlpha,
time: simulation.drawTime
});
@@ -2705,7 +2706,7 @@ const b = {
}
},
onEnd() {
if (tech.isDroneRespawn) {
if (tech.isDroneRespawn && b.inventory.length) {
const who = b.guns[b.activeGun]
if (who.name === "drones" && who.ammo > 0 && mob.length) {
b.drone({ x: this.position.x, y: this.position.y }, 0)
@@ -3178,7 +3179,7 @@ const b = {
for (let i = 0; i < len; i++) {
if (targets.length - i > 0) {
const index = Math.floor(Math.random() * targets.length)
const speed = 10 + 10 * Math.random()
const speed = 6 + 6 * Math.random()
const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
} else {
@@ -3342,7 +3343,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
@@ -3395,7 +3396,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
@@ -3651,7 +3652,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: 600 * dmg * q[i].damageReduction,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
@@ -4204,7 +4205,8 @@ const b = {
simulation.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(dmg) * 50,
// radius: Math.sqrt(dmg) * 50 * mob[k].damageReduction,
radius: 600 * dmg * best.who.damageReduction,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime * 4
});
@@ -4297,7 +4299,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: 600 * dmg * q[i].damageReduction,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
@@ -5211,7 +5213,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: Math.log(2 * dmg + 1.1) * 40 * q[i].damageReduction,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});

View File

@@ -155,7 +155,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: dmg * 2000,
radius: Math.sqrt(dmg) * 500,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime
});
@@ -163,7 +163,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: dmg * 500,
radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
@@ -182,7 +182,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
@@ -217,7 +217,7 @@ function collisionChecks(event) {
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});

View File

@@ -215,32 +215,30 @@ const build = {
if (tech.missileBotCount) botText += `<br>missile-bots: ${tech.missileBotCount}`
const harm = (1 - m.harmReduction()) * 100
let text = ""
if (!simulation.isChoosing) text += `<div class="pause-grid-module">
<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; press P to resume</div>`
text += `<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">
${simulation.isCheating? "<em>lore disabled</em><br><br>": ""}
<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
<br><strong class='color-dup'>duplication</strong> chance: ${(tech.duplicationChance()*100).toFixed(0)}%
${botText}
<br>
<br><strong class='color-m'>tech</strong>: ${tech.totalCount} &nbsp; <strong class='color-r'>research</strong>: ${powerUps.research.count}
<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) &nbsp; <strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) &nbsp; velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
<br>mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) &nbsp; mass: ${player.mass.toFixed(1)}
<br>
<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) &nbsp; ${m.cycle} cycles
<br>${mob.length} mobs, &nbsp; ${body.length} blocks, &nbsp; ${bullet.length} bullets, &nbsp; ${powerUp.length} power ups
let text = `<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">`
if (!simulation.isChoosing) text += `<br><span style="font-size:1.5em;font-weight: 600;">PAUSED</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; press P to resume
<br><br><svg class="SVG-button" onclick="build.shareURL(false)" width="92" height="20" style="padding:0px; margin: 1px;">
<g stroke='none' fill='#333' stroke-width="2" font-size="14px" font-family="Ariel, sans-serif"> <text x="5" y="15">copy build url</text></g>
</svg><br>`
text += `<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
<br><strong class='color-dup'>duplication</strong> chance: ${(tech.duplicationChance()*100).toFixed(0)}%
${botText}
<br>
<br><strong class='color-m'>tech</strong>: ${tech.totalCount} &nbsp; <strong class='color-r'>research</strong>: ${powerUps.research.count}
<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) &nbsp; <strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
<br><strong class='color-g'>gun</strong>: ${b.activeGun !== null ? b.guns[b.activeGun].name: "null"} &nbsp; <strong class='color-g'>ammo</strong>: ${b.activeGun !== null ? b.guns[b.activeGun].ammo: "0"}
<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) &nbsp; velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
<br>mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) &nbsp; mass: ${player.mass.toFixed(1)}
<br>
<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) &nbsp; ${m.cycle} cycles
<br>${mob.length} mobs, &nbsp; ${body.length} blocks, &nbsp; ${bullet.length} bullets, &nbsp; ${powerUp.length} power ups
<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
<br>harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
<br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
<br>
<svg class="SVG-button" onclick="build.shareURL(false)" width="110" height="25" style="padding:2px; margin: 10px;">
<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif"> <text x="5" y="18">copy build url</text> </g>
</svg>
<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
<br>harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
<br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
</div>`;
for (let i = 0, len = b.inventory.length; i < len; i++) {
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${build.nameLink(b.guns[b.inventory[i]].name)} - <span style="font-size:100%;font-weight: 100;">${b.guns[b.inventory[i]].ammo}</span></div> ${b.guns[b.inventory[i]].description}</div>`

View File

@@ -16,8 +16,8 @@ const level = {
// localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("wormhole")
// b.giveGuns("shotgun")
// m.setField("plasma torch")
// b.giveGuns("drones")
// b.giveGuns("nail gun")
// b.giveGuns("harpoon")
// tech.giveTech("needle gun")
@@ -2337,13 +2337,15 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
// spawn.starter(1900, -500, 200) //big boy
// spawn.launcherOne(1700, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
// spawn.powerUpBoss(3200, -500)
// spawn.powerUpBossBaby(3200, -500)
// spawn.snakeBoss(1700, -500)
// spawn.streamBoss(3200, -500)
// spawn.pulsarBoss(1700, -500)
@@ -2355,28 +2357,19 @@ const level = {
// spawn.laserBombingBoss(1700, -500)
// spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500)
// spawn.slashBoss(3200, -500)
// spawn.spiderBoss(3200, -500)
// spawn.blinkBoss(3200, -500)
// spawn.mantisBoss(1700, -500)
// spawn.tetherBoss(1700, -500) //go to actual level?
spawn.revolutionBoss(1900, -500)
// spawn.bomberBoss(1400, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.launcherOne(1700, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
// spawn.slashBoss(1900, -500)
spawn.pulsar(1900, -500)
// spawn.pulsar(1900, -500)
// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
// mob[mob.length - 1].isShielded = true
// spawn.growBossCulture(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.blinkBoss(1600, -500)
// spawn.laserTargetingBoss(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.laser(1800, -320)
// spawn.laserBombingBoss(1600, -500)
// spawn.laserTargetingBoss(1600, -500)
// spawn.laserBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.nodeGroup(1200, -500, "grenadier")
// spawn.nodeGroup(1800, -500, "grenadier")
// spawn.nodeGroup(1200, 0, "grenadier")
// spawn.blinkBoss(1200, -500)
// spawn.suckerBoss(2900, -500)

View File

@@ -59,7 +59,7 @@ const mobs = {
}
function applySlow(whom) {
if (!whom.shield && !whom.isShielded && !m.isBodiesAsleep) {
if (!whom.shield && !whom.isShielded && !m.isBodiesAsleep && who.damageReduction > 0) {
if (whom.isBoss) cycles = Math.floor(cycles * 0.25)
let i = whom.status.length
while (i--) {
@@ -98,7 +98,7 @@ const mobs = {
}
},
statusStun(who, cycles = 180) {
if (!who.shield && !who.isShielded && !m.isBodiesAsleep) {
if (!who.shield && !who.isShielded && !m.isBodiesAsleep && who.damageReduction > 0) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.8,
y: who.velocity.y * 0.8
@@ -150,7 +150,7 @@ const mobs = {
}
},
statusDoT(who, tickDamage, cycles = 180) {
if (!who.isShielded && who.alive) {
if (!who.isShielded && who.alive && who.damageReduction > 0) {
who.status.push({
effect() {
if ((simulation.cycle - this.startCycle) % 30 === 0 && !m.isBodiesAsleep) {
@@ -579,7 +579,7 @@ const mobs = {
springAttack() {
// set new values of the ends of the spring constraints
const stepRange = 600
if (this.seePlayer.recall && Matter.Query.ray(map, this.position, player.position).length === 0) {
if (this.seePlayer.recall && Matter.Query.ray(map, this.position, this.seePlayer.position).length === 0) {
if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
@@ -650,7 +650,7 @@ const mobs = {
}
};
//move to a random location
if (!(simulation.cycle % (this.seePlayerFreq * 5))) {
if (!(simulation.cycle % (this.seePlayerFreq * 4))) {
best = {
x: null,
y: null,
@@ -797,6 +797,27 @@ const mobs = {
}
}
},
invulnerability() {
if (this.isInvulnerable) {
if (this.invulnerabilityCountDown > 0) {
this.invulnerabilityCountDown--
//graphics //draw a super shield?
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
// ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
// ctx.fill();
ctx.strokeStyle = "rgba(255,255,255,0.4)";
ctx.stroke();
} else {
this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction
}
}
},
grow() {
if (!m.isBodiesAsleep) {
if (this.seePlayer.recall) {

View File

@@ -327,7 +327,6 @@ const m = {
tech.tech[i].name !== "Ψ(t) collapse" &&
tech.tech[i].name !== "non-unitary operator" &&
tech.tech[i].name !== "-quantum leap-"
) {
totalTech += tech.tech[i].count
tech.tech[i].remove();

View File

@@ -1,6 +1,36 @@
let powerUp = [];
const powerUps = {
ejectGraphic(color = "68, 102, 119") {
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 100,
color: `rgba(${color}, 0.8)`,
time: 4
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 75,
color: `rgba(${color}, 0.6)`,
time: 8
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 50,
color: `rgba(${color}, 0.3)`,
time: 12
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 25,
color: `rgba(${color}, 0.15)`,
time: 16
});
},
orb: {
research(num = 1) {
switch (num) {
@@ -963,8 +993,11 @@ const powerUps = {
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
return true
} else {
return false
}
} else {
} else if (tech.tech[choose].count) {
// simulation.makeTextLog(`<div class='circle tech'></div> &nbsp; <strong>${tech.tech[choose].name}</strong> was ejected`, 600) //message about what tech was lost
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
@@ -978,6 +1011,9 @@ const powerUps = {
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
return true
} else {
return false
}
},
// removeRandomTech() {

View File

@@ -397,6 +397,7 @@ const simulation = {
}
}
if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns
b.activeGun = b.inventory[b.inventoryGun];
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
simulation.updateGunHUD();

View File

@@ -1,9 +1,12 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["snakeBoss"], //"cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
// "shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",, , "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss", "snakeSpitBoss", "laserBombingBoss", , "slashBoss"
randomLevelBoss(x, y, options = ["snakeBoss", "powerUpBoss", "blockBoss"]) {
randomLevelBoss(x, y, options = [
"shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "mantisBoss"
]) {
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
pickList: ["starter", "starter"],
@@ -1165,6 +1168,64 @@ const spawn = {
// }
}
},
powerUpBossBaby(x, y, vertices = 9, radius = 70) {
mobs.spawn(x, y, vertices, radius, "transparent");
let me = mob[mob.length - 1];
me.isBoss = true;
me.frictionAir = 0.006
me.seeAtDistance2 = 1000000;
me.accelMag = 0.0007 * simulation.accelScale;
Matter.Body.setDensity(me, 0.0008); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.seePlayerFreq = 30
me.lockedOn = null;
if (vertices === 9) {
//on primary spawn
powerUps.spawnBossPowerUp(me.position.x, me.position.y)
powerUps.spawn(me.position.x, me.position.y, "heal");
powerUps.spawn(me.position.x, me.position.y, "ammo");
} else if (!m.isCloak) {
me.foundPlayer();
}
me.onHit = function() { //run this function on hitting player
if (powerUps.ejectTech()) {
powerUps.ejectGraphic("150, 138, 255");
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo");
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
}
};
me.onDeath = function() {
this.leaveBody = false;
if (vertices > 3) {
this.isDropPowerUp = false;
spawn.powerUpBossBaby(this.position.x, this.position.y, vertices - 1)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x,
y: this.velocity.y
})
}
for (let i = 0; i < powerUp.length; i++) powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
};
me.damageReduction = 0.15 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.stroke = `hsl(0,0%,${80 + 25 * Math.sin(simulation.cycle * 0.01)}%)`
//steal all power ups
for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
powerUp[i].collisionFilter.mask = 0
Matter.Body.setPosition(powerUp[i], this.vertices[i])
Matter.Body.setVelocity(powerUp[i], {
x: 0,
y: 0
})
}
this.seePlayerByHistory();
this.attraction();
this.checkStatus();
};
},
powerUpBoss(x, y, vertices = 9, radius = 130) {
mobs.spawn(x, y, vertices, radius, "transparent");
let me = mob[mob.length - 1];
@@ -1186,9 +1247,11 @@ const spawn = {
me.foundPlayer();
}
me.onHit = function() { //run this function on hitting player
powerUps.ejectTech()
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo");
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
if (powerUps.ejectTech()) {
powerUps.ejectGraphic("150, 138, 255");
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo");
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
}
};
me.onDeath = function() {
this.leaveBody = false;
@@ -1222,6 +1285,7 @@ const spawn = {
this.checkStatus();
};
},
// chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
// mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790"
// let me = mob[mob.length - 1];
@@ -1784,6 +1848,277 @@ const spawn = {
spawn.groupShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
spawn.allowShields = true;
},
mantisBoss(x, y, radius = 35) {
mobs.spawn(x, y, 5, radius, "#6ba");
let me = mob[mob.length - 1];
me.babyList = [] //list of mobs that are apart of this boss
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
me.isBoss = true;
me.friction = 0;
me.frictionAir = 0.0067;
me.g = 0.0002; //required if using this.gravity
me.seePlayerFreq = 300;
const springStiffness = 0.0004; //simulation.difficulty
const springDampening = 0.005;
me.springTarget = {
x: me.position.x,
y: me.position.y
};
const len = cons.length;
cons[len] = Constraint.create({
pointA: me.springTarget,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
Composite.add(engine.world, cons[cons.length - 1]);
cons[len].length = 100 + 1.5 * radius;
me.cons = cons[len];
me.springTarget2 = { x: me.position.x, y: me.position.y };
const len2 = cons.length;
cons[len2] = Constraint.create({
pointA: me.springTarget2,
bodyB: me,
stiffness: springStiffness,
damping: springDampening,
length: 0
});
Composite.add(engine.world, cons[cons.length - 1]);
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.invulnerabilityCountDown = 0
me.do = function() {
this.checkStatus();
this.gravity();
//draw the two dots on the end of the springs
ctx.beginPath();
ctx.arc(this.cons.pointA.x, this.cons.pointA.y, 6, 0, 2 * Math.PI);
ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#222";
ctx.fill();
this.seePlayerCheck()
// this.seePlayerByHistory()
if (this.isInvulnerable) {
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) {
let vertices = this.babyList[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
}
}
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
} else if (this.invulnerabilityCountDown > 0) {
this.invulnerabilityCountDown--
} else {
this.isInvulnerable = true
this.startingDamageReduction = this.damageReduction
this.damageReduction = 0
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) {
this.babyList[i].isInvulnerable = true
this.babyList[i].damageReduction = 0
}
}
}
// set new values of the ends of the spring constraints
const stepRange = 1200
if (this.seePlayer.recall && Matter.Query.ray(map, this.position, this.seePlayer.position).length === 0) {
if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
this.springTarget.x = goal.x;
this.springTarget.y = goal.y;
this.cons.length = -200;
this.cons2.length = 100 + 1.5 * this.radius;
this.isInvulnerable = false
this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2)
this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
}
} else if (!(simulation.cycle % this.seePlayerFreq)) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
this.springTarget2.x = goal.x;
this.springTarget2.y = goal.y;
this.cons.length = 100 + 1.5 * this.radius;
this.cons2.length = -200;
this.isInvulnerable = false
this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2)
this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
}
}
} else {
this.torque = this.lookTorque * this.inertia;
//spring to random place on map
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//move to a random location
if (!(simulation.cycle % (this.seePlayerFreq))) {
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const seeRange = 3000;
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
if (best.dist2 != Infinity) {
this.springTarget.x = best.x;
this.springTarget.y = best.y;
this.cons.length = 100 + 1.5 * this.radius;
this.cons2.length = 100 + 1.5 * this.radius;
}
}
}
};
me.onDeath = function() {
this.removeCons();
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) {
this.babyList[i].isInvulnerable = false
this.babyList[i].damageReduction = this.startingDamageReduction
this.babyList[i].collisionFilter.mask = cat.bullet | cat.player | cat.map | cat.body
}
}
};
const sideLength = 120 // distance between each node mob
const nodes = 3
const angle = 2 * Math.PI / nodes
spawn.allowShields = false; //don't want shields on individual mobs, it messes with the constraints
for (let i = 0; i < nodes; ++i) {
spawn.striker(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), 20, 12);
const babyMob = mob[mob.length - 1]
me.babyList.push(babyMob)
babyMob.fill = "rgb(68, 102, 119)"
babyMob.isBoss = true;
// Matter.Body.setDensity(babyMob, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and increases damage
babyMob.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
babyMob.collisionFilter.mask = cat.bullet | cat.player //can't touch other mobs //cat.map | cat.body |
babyMob.delay = 60 + 50 * simulation.CDScale;
babyMob.strikeRange = 600
babyMob.onHit = function() {
this.cd = simulation.cycle + this.delay;
//dislodge ammo
if (b.inventory.length) {
let isRemovedAmmo = false
const numRemoved = 3
for (let j = 0; j < numRemoved; j++) {
for (let i = 0; i < b.inventory.length; i++) {
const gun = b.guns[b.inventory[i]]
if (gun.ammo > 0 && gun.ammo !== Infinity) {
gun.ammo -= Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * gun.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
if (gun.ammo < 0) gun.ammo = 0
isRemovedAmmo = true
}
}
}
if (isRemovedAmmo) {
simulation.updateGunHUD();
for (let j = 0; j < numRemoved; j++) powerUps.directSpawn(this.position.x + 10 * Math.random(), this.position.y + 10 * Math.random(), "ammo");
powerUps.ejectGraphic();
}
}
};
}
const stiffness = 0.01
const damping = 0.1
for (let i = 1; i < nodes; ++i) { //attach to center mob
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - i],
bodyB: mob[mob.length - i - 1],
stiffness: stiffness,
damping: damping
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - 1],
bodyB: mob[mob.length - nodes],
stiffness: stiffness,
damping: damping
});
Composite.add(engine.world, consBB[consBB.length - 1]);
for (let i = 0; i < nodes; ++i) { //attach to center mob
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 1],
stiffness: stiffness,
damping: damping
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
spawn.allowShields = true;
},
// timeSkipBoss(x, y, radius = 55) {
// mobs.spawn(x, y, 6, radius, '#000');
// let me = mob[mob.length - 1];
@@ -2358,12 +2693,13 @@ const spawn = {
me.memory = 240
me.seePlayerFreq = 60
me.blinkRange = 235
if (false && 0.5 < Math.random()) {
if (0.5 < Math.random()) {
me.grenadeDelay = 260
me.blinkRange *= 1.5
} else {
me.grenadeDelay = 100
}
me.pulseRadius = 1.4 * Math.min(550, 220 + simulation.difficulty * 4)
me.pulseRadius = 1.5 * Math.min(550, 200 + simulation.difficulty * 2)
me.delay = 30 + 35 * simulation.CDScale;
me.nextBlinkCycle = me.delay;
spawn.shield(me, x, y, 1);
@@ -2919,8 +3255,9 @@ const spawn = {
me.g = 0.00015; //required if using this.gravity
me.frictionStatic = 0;
me.friction = 0;
me.delay = 90 * simulation.CDScale;
me.delay = 30 + 60 * simulation.CDScale;
me.cd = Infinity;
me.strikeRange = 300
Matter.Body.rotate(me, Math.PI * 0.1);
spawn.shield(me, x, y);
me.onDamage = function() {
@@ -2953,7 +3290,7 @@ const spawn = {
if (distMag < 400) {
Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius));
} else {
Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), 300));
Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), this.strikeRange));
}
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = radius * 2.1;
@@ -2966,7 +3303,7 @@ const spawn = {
}
};
},
slashBoss(x, y, radius = 70) {
revolutionBoss(x, y, radius = 70) {
const sides = 9 + Math.floor(Math.min(12, 0.2 * simulation.difficulty))
const coolBends = [-1.8, 0, 0, 0.9, 1.2]
const bendFactor = coolBends[Math.floor(Math.random() * coolBends.length)];
@@ -2979,7 +3316,7 @@ const spawn = {
me.laserAngle = 0;
me.swordDamage = 0.0025 * simulation.dmgScale
spawn.shield(me, x, y, 1);
// spawn.shield(me, x, y, 1);
Matter.Body.setDensity(me, 0.005); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.11 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.isBoss = true;
@@ -2989,42 +3326,62 @@ const spawn = {
};
//invulnerability every 1/4 fraction of life lost
//required setup for invulnerable
// me.isInvulnerable = false
// me.isNextInvulnerability = 0.75
// me.invulnerabilityCountDown = 0
// me.invulnerable = function() {
// if (this.health < this.isNextInvulnerability) {
// this.isNextInvulnerability = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
// this.isInvulnerable = true
// this.startingDamageReduction = this.damageReduction
// this.damageReduction = 0
// this.invulnerabilityCountDown = 240
// }
// if (this.isInvulnerable) {
// if (this.invulnerabilityCountDown > 0) {
// this.invulnerabilityCountDown--
// //graphics //draw a super shield?
// ctx.beginPath();
// let vertices = this.vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
// ctx.lineTo(vertices[0].x, vertices[0].y);
// ctx.lineWidth = 20;
// // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
// // ctx.fill();
// ctx.strokeStyle = "rgba(255,255,255,0.7)";
// ctx.stroke();
// } else {
// this.isInvulnerable = false
// this.damageReduction = this.startingDamageReduction
// }
// }
// }
me.startingDamageReduction = me.damageReduction
//invulnerable every other revolution
me.isInvulnerable = false
me.isNextInvulnerability = 0.75
me.invulnerabilityCountDown = 0
me.invulnerable = function() {
if (this.health < this.isNextInvulnerability) {
this.isNextInvulnerability = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
this.isInvulnerable = true
this.damageReduction = 0
this.invulnerabilityCountDown = 180
if (this.laserAngle % (4 * Math.PI) > 2 * Math.PI) {
if (!this.isInvulnerable) {
this.isInvulnerable = true
this.startingDamageReduction = this.damageReduction
this.damageReduction = 0
}
} else if (this.isInvulnerable) {
this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction
}
if (this.isInvulnerable) {
if (this.invulnerabilityCountDown > 0) {
this.invulnerabilityCountDown--
//graphics //draw a super shield?
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
// ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
// ctx.fill();
ctx.strokeStyle = "rgba(255,255,255,0.4)";
ctx.stroke();
} else {
this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction
}
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
}
}

View File

@@ -1980,9 +1980,7 @@ const tech = {
requires: "",
effect() {
tech.isDroneOnDamage = true;
for (let i = 0; i < 4; i++) {
b.drone() //spawn drone
}
// for (let i = 0; i < 4; i++) b.drone()
},
remove() {
tech.isDroneOnDamage = false;
@@ -5028,9 +5026,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("drones", false)
return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.isBulletsLastLonger === 1
},
requires: "drones",
requires: "drones, not drone repair, anti-shear topology",
effect() {
const num = 8
tech.isForeverDrones += num
@@ -5385,9 +5383,9 @@ const tech = {
isBot: true,
isBotTech: true,
isNonRefundable: true,
requires: "foam gun, not bot upgrades NOT EXPERIMENT MODE,",
requires: "foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, quantum foam",
allowed() {
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade()
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.foamFutureFire
},
effect() {
tech.giveTech("foam-bot upgrade")