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:
22
js/bullet.js
22
js/bullet.js
@@ -1932,7 +1932,7 @@ const b = {
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simulation.drawList.push({
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x: path[1].x,
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y: path[1].y,
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radius: Math.sqrt(dmg) * 50,
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radius: 600 * dmg * best.who.damageReduction,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime * 4
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});
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@@ -2058,7 +2058,8 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: path[path.length - 1].x,
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y: path[path.length - 1].y,
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radius: Math.sqrt(damage) * 100,
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// radius: Math.sqrt(damage) * 100 * mob[k].damageReduction,
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radius: 600 * damage * best.who.damageReduction,
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color: tech.laserColorAlpha,
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time: simulation.drawTime
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});
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@@ -2705,7 +2706,7 @@ const b = {
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}
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},
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onEnd() {
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if (tech.isDroneRespawn) {
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if (tech.isDroneRespawn && b.inventory.length) {
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const who = b.guns[b.activeGun]
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if (who.name === "drones" && who.ammo > 0 && mob.length) {
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b.drone({ x: this.position.x, y: this.position.y }, 0)
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@@ -3178,7 +3179,7 @@ const b = {
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for (let i = 0; i < len; i++) {
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if (targets.length - i > 0) {
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const index = Math.floor(Math.random() * targets.length)
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const speed = 10 + 10 * Math.random()
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const speed = 6 + 6 * Math.random()
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const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
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b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
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} else {
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@@ -3342,7 +3343,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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@@ -3395,7 +3396,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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@@ -3651,7 +3652,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: 600 * dmg * q[i].damageReduction,
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color: 'rgba(0,0,0,0.4)',
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time: simulation.drawTime
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});
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@@ -4204,7 +4205,8 @@ const b = {
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simulation.drawList.push({
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x: path[1].x,
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y: path[1].y,
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radius: Math.sqrt(dmg) * 50,
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// radius: Math.sqrt(dmg) * 50 * mob[k].damageReduction,
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radius: 600 * dmg * best.who.damageReduction,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime * 4
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});
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@@ -4297,7 +4299,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: 600 * dmg * q[i].damageReduction,
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color: 'rgba(0,0,0,0.4)',
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time: simulation.drawTime
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});
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@@ -5211,7 +5213,7 @@ const b = {
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * q[i].damageReduction,
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color: 'rgba(0,0,0,0.4)',
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time: simulation.drawTime
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});
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@@ -155,7 +155,7 @@ function collisionChecks(event) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 2000,
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radius: Math.sqrt(dmg) * 500,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime
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});
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@@ -163,7 +163,7 @@ function collisionChecks(event) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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radius: Math.sqrt(dmg) * 200,
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color: simulation.mobDmgColor,
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time: simulation.drawTime
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});
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@@ -182,7 +182,7 @@ function collisionChecks(event) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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@@ -217,7 +217,7 @@ function collisionChecks(event) {
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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48
js/index.js
48
js/index.js
@@ -215,32 +215,30 @@ const build = {
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if (tech.missileBotCount) botText += `<br>missile-bots: ${tech.missileBotCount}`
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const harm = (1 - m.harmReduction()) * 100
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let text = ""
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if (!simulation.isChoosing) text += `<div class="pause-grid-module">
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<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> press P to resume</div>`
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text += `<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">
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${simulation.isCheating? "<em>lore disabled</em><br><br>": ""}
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<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
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<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
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<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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<br><strong class='color-dup'>duplication</strong> chance: ${(tech.duplicationChance()*100).toFixed(0)}%
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${botText}
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<br>
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<br><strong class='color-m'>tech</strong>: ${tech.totalCount} <strong class='color-r'>research</strong>: ${powerUps.research.count}
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<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) <strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
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<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
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<br>mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
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<br>
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<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${m.cycle} cycles
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<br>${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
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let text = `<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">`
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if (!simulation.isChoosing) text += `<br><span style="font-size:1.5em;font-weight: 600;">PAUSED</span> press P to resume
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<br><br><svg class="SVG-button" onclick="build.shareURL(false)" width="92" height="20" style="padding:0px; margin: 1px;">
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<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>
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</svg><br>`
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text += `<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
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<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
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<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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<br><strong class='color-dup'>duplication</strong> chance: ${(tech.duplicationChance()*100).toFixed(0)}%
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${botText}
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<br>
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<br><strong class='color-m'>tech</strong>: ${tech.totalCount} <strong class='color-r'>research</strong>: ${powerUps.research.count}
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<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) <strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
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<br><strong class='color-g'>gun</strong>: ${b.activeGun !== null ? b.guns[b.activeGun].name: "null"} <strong class='color-g'>ammo</strong>: ${b.activeGun !== null ? b.guns[b.activeGun].ammo: "0"}
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<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
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<br>mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
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<br>
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<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${m.cycle} cycles
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<br>${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
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<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
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<br>harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
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<br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
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<br>
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<svg class="SVG-button" onclick="build.shareURL(false)" width="110" height="25" style="padding:2px; margin: 10px;">
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<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>
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</svg>
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<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
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<br>harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
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<br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
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${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
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</div>`;
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid gun"></div> ${build.nameLink(b.guns[b.inventory[i]].name)} - <span style="font-size:100%;font-weight: 100;">${b.guns[b.inventory[i]].ammo}</span></div> ${b.guns[b.inventory[i]].description}</div>`
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33
js/level.js
33
js/level.js
@@ -16,8 +16,8 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("wormhole")
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// b.giveGuns("shotgun")
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// m.setField("plasma torch")
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// b.giveGuns("drones")
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// b.giveGuns("nail gun")
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// b.giveGuns("harpoon")
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// tech.giveTech("needle gun")
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@@ -2337,13 +2337,15 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
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m.addHealth(Infinity)
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// spawn.starter(1900, -500, 200) //big boy
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// spawn.launcherOne(1700, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(3200, -500)
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// spawn.powerUpBossBaby(3200, -500)
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// spawn.snakeBoss(1700, -500)
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// spawn.streamBoss(3200, -500)
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// spawn.pulsarBoss(1700, -500)
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@@ -2355,28 +2357,19 @@ const level = {
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// spawn.laserBombingBoss(1700, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.blockBoss(1700, -500)
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// spawn.slashBoss(3200, -500)
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// spawn.spiderBoss(3200, -500)
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// spawn.blinkBoss(3200, -500)
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// spawn.mantisBoss(1700, -500)
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// spawn.tetherBoss(1700, -500) //go to actual level?
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spawn.revolutionBoss(1900, -500)
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// spawn.bomberBoss(1400, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.launcherOne(1700, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.slashBoss(1900, -500)
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spawn.pulsar(1900, -500)
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// spawn.pulsar(1900, -500)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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// mob[mob.length - 1].isShielded = true
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// spawn.growBossCulture(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.blinkBoss(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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// spawn.laser(1800, -320)
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// spawn.laserBombingBoss(1600, -500)
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// spawn.laserTargetingBoss(1600, -500)
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// spawn.laserBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.nodeGroup(1200, -500, "grenadier")
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// spawn.nodeGroup(1800, -500, "grenadier")
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// spawn.nodeGroup(1200, 0, "grenadier")
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// spawn.blinkBoss(1200, -500)
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// spawn.suckerBoss(2900, -500)
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31
js/mob.js
31
js/mob.js
@@ -59,7 +59,7 @@ const mobs = {
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}
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function applySlow(whom) {
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if (!whom.shield && !whom.isShielded && !m.isBodiesAsleep) {
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if (!whom.shield && !whom.isShielded && !m.isBodiesAsleep && who.damageReduction > 0) {
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if (whom.isBoss) cycles = Math.floor(cycles * 0.25)
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let i = whom.status.length
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while (i--) {
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@@ -98,7 +98,7 @@ const mobs = {
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}
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},
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statusStun(who, cycles = 180) {
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if (!who.shield && !who.isShielded && !m.isBodiesAsleep) {
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if (!who.shield && !who.isShielded && !m.isBodiesAsleep && who.damageReduction > 0) {
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Matter.Body.setVelocity(who, {
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x: who.velocity.x * 0.8,
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y: who.velocity.y * 0.8
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@@ -150,7 +150,7 @@ const mobs = {
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}
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},
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statusDoT(who, tickDamage, cycles = 180) {
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if (!who.isShielded && who.alive) {
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if (!who.isShielded && who.alive && who.damageReduction > 0) {
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who.status.push({
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effect() {
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if ((simulation.cycle - this.startCycle) % 30 === 0 && !m.isBodiesAsleep) {
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@@ -579,7 +579,7 @@ const mobs = {
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springAttack() {
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// set new values of the ends of the spring constraints
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const stepRange = 600
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if (this.seePlayer.recall && Matter.Query.ray(map, this.position, player.position).length === 0) {
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if (this.seePlayer.recall && Matter.Query.ray(map, this.position, this.seePlayer.position).length === 0) {
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if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
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const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
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const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
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@@ -650,7 +650,7 @@ const mobs = {
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}
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};
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//move to a random location
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if (!(simulation.cycle % (this.seePlayerFreq * 5))) {
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if (!(simulation.cycle % (this.seePlayerFreq * 4))) {
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best = {
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x: null,
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y: null,
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@@ -797,6 +797,27 @@ const mobs = {
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}
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}
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},
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invulnerability() {
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if (this.isInvulnerable) {
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if (this.invulnerabilityCountDown > 0) {
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this.invulnerabilityCountDown--
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//graphics //draw a super shield?
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ctx.beginPath();
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let vertices = this.vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.lineWidth = 20;
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// ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
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// ctx.fill();
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ctx.strokeStyle = "rgba(255,255,255,0.4)";
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ctx.stroke();
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} else {
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this.isInvulnerable = false
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this.damageReduction = this.startingDamageReduction
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}
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}
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},
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grow() {
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if (!m.isBodiesAsleep) {
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if (this.seePlayer.recall) {
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@@ -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();
|
||||
|
||||
@@ -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 if (tech.tech[choose].count) {
|
||||
// simulation.makeTextLog(`<div class='circle tech'></div> <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() {
|
||||
|
||||
@@ -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();
|
||||
|
||||
421
js/spawn.js
421
js/spawn.js
@@ -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()
|
||||
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
|
||||
if (this.laserAngle % (4 * Math.PI) > 2 * Math.PI) {
|
||||
if (!this.isInvulnerable) {
|
||||
this.isInvulnerable = true
|
||||
this.startingDamageReduction = this.damageReduction
|
||||
this.damageReduction = 0
|
||||
this.invulnerabilityCountDown = 180
|
||||
}
|
||||
} 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.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.stroke();
|
||||
|
||||
|
||||
|
||||
|
||||
} else {
|
||||
this.isInvulnerable = false
|
||||
this.damageReduction = this.startingDamageReduction
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
12
js/tech.js
12
js/tech.js
@@ -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")
|
||||
|
||||
@@ -435,7 +435,7 @@ summary {
|
||||
z-index: 2;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background-color: #ecf0f3;
|
||||
background-color: #e8edf0;
|
||||
opacity: 1;
|
||||
transition: opacity 3s;
|
||||
pointer-events: none;
|
||||
|
||||
41
todo.txt
41
todo.txt
@@ -1,15 +1,43 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
several tech now have fewer requirements to unlock
|
||||
some normal tech is now considered gun tech (mostly explosion stuff)
|
||||
snakeBoss tails, stay attached to each other
|
||||
"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses
|
||||
|
||||
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
|
||||
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
suggestion: quasarBoss: inverted pulsar boss that hits everything except where its aiming
|
||||
history vision messes up when drones hit boss?
|
||||
for babypowerupboss
|
||||
|
||||
some boss mobs need invulnerability phases
|
||||
powerUpBoss after death?
|
||||
nerf powerup boss health or acceleration to balance
|
||||
growboss
|
||||
after one dies
|
||||
|
||||
electric motors: increases movement speed and jump height, but jumping and moving costs energy
|
||||
overwrite the key event listeners?
|
||||
JUNK tech?
|
||||
|
||||
make the shields that shieldBoss adds twice as damage resistant
|
||||
|
||||
mob that fires bullets in 4,5,6,7 different directions at once, no aiming
|
||||
|
||||
bug once: switching from shotgun to harpoon somehow set b.activeGun to not defined
|
||||
https://discord.com/channels/645222059647172618/646505973610971165/919116288008290324
|
||||
|
||||
quasarBoss: inverted pulsar boss that hits everything except where its aiming
|
||||
|
||||
pulsar mobs retarget too easily
|
||||
also they drift around too much
|
||||
@@ -18,9 +46,6 @@ intro map: diegeticly draw a mouse with field highlighted
|
||||
also indicate space?
|
||||
dynamically adjust drawing after picking up a gun
|
||||
|
||||
some boss mobs need invulnerability phases
|
||||
maybe trigger immunity to damage for 5-10s after taking the first hit?
|
||||
|
||||
|
||||
increase mass and movement speed at the same time
|
||||
increase jump differently because it scales extra with mass
|
||||
|
||||
Reference in New Issue
Block a user