quantum foam

all mobs that move through walls and blocks now have a transparent fill
player and power ups float in hazards

tech: apomixis - after reaching 100% duplication spawn 4 level bosses
tech: quantum foam - +153% foam damage, fire 0.35s into the future
bullets are bigger, and  easier to see
This commit is contained in:
landgreen
2021-02-12 06:02:34 -08:00
parent 045039171e
commit 5aa7233bc8
9 changed files with 254 additions and 103 deletions

View File

@@ -112,18 +112,23 @@ const spawn = {
} else {
//reset game
setTimeout(() => {
simulation.makeTextLog(`simulation.end()`);
simulation.makeTextLog(`simulation.complete()`);
let delay = 1000
for (let i = 20; i > 0; i--) {
for (let i = 0; i < 1.01; i += 0.01 + 0.1 * Math.random()) {
setTimeout(function() {
simulation.makeTextLog(`delay = ${i*1000}`);
simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${(i).toFixed(3)}`);
}, delay);
delay += 1000
}
delay += 1000
setTimeout(function() {
simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1`);
}, delay);
delay += 2000
setTimeout(() => {
simulation.makeTextLog(`World.clear(engine.world)`);
setTimeout(() => { m.death() }, 1000);
if (!simulation.paused && !simulation.testing) {
simulation.makeTextLog(`World.clear(engine.world)`);
setTimeout(() => { m.death() }, 2000);
}
}, delay);
}, 5000);
}
@@ -514,22 +519,21 @@ const spawn = {
}
},
cellBoss(x, y, radius = 20, cellID) {
mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,150,155,0.7)");
mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,100,105,0)");
let me = mob[mob.length - 1];
me.stroke = "#099"
me.isBoss = true;
me.isCell = true;
me.cellID = cellID
me.accelMag = 0.00015 * simulation.accelScale;
me.accelMag = 0.00016 * simulation.accelScale;
me.memory = 40;
me.isVerticesChange = true
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 1400000;
me.cellMassMax = 70
me.collisionFilter.mask = cat.player | cat.bullet
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
// console.log(me.mass, me.radius)
me.collisionFilter.mask = cat.player | cat.bullet //| cat.map | cat.body
Matter.Body.setDensity(me, 0.001) // normal density is 0.001 // this reduces life by half and decreases knockback
const k = 642 //k=r^2/m
me.split = function() {
Matter.Body.scale(this, 0.4, 0.4);
@@ -556,16 +560,16 @@ const spawn = {
this.radius = Math.sqrt(this.mass * k / Math.PI)
}
if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
const repelRange = 200
const attractRange = 800
const repelRange = 150
const attractRange = 700
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isCell && mob[i].id !== this.id) {
const sub = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(sub)
if (dist < repelRange) {
this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.006)
this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
} else if (dist > attractRange) {
this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.004)
this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.003)
}
}
}
@@ -594,7 +598,7 @@ const spawn = {
me.frictionAir = 0.01
me.seeAtDistance2 = 1000000;
me.accelMag = 0.0005 * simulation.accelScale;
Matter.Body.setDensity(me, 0.0006); //normal is 0.001
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player
me.memory = Infinity;
me.seePlayerFreq = 30
@@ -908,7 +912,7 @@ const spawn = {
me.collisionFilter.mask = cat.player | cat.bullet
// me.frictionAir = 0.005;
me.memory = 1600;
Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.075); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function() {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
@@ -1008,7 +1012,7 @@ const spawn = {
let targets = [] //track who is in the node boss, for shields
mobs.spawn(x, y, 6, radius, "#b386e8");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
targets.push(me.id) //add to shield protection
me.friction = 0;
@@ -1510,7 +1514,7 @@ const spawn = {
me.count = 0;
me.frictionAir = 0.03;
// me.torque -= me.inertia * 0.002
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
@@ -2023,7 +2027,7 @@ const spawn = {
if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
};
},
bullet(x, y, radius = 6, sides = 0) {
bullet(x, y, radius = 9, sides = 0) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
@@ -2038,6 +2042,7 @@ const spawn = {
me.restitution = 0.8;
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
@@ -2046,7 +2051,7 @@ const spawn = {
this.timeLimit();
};
},
bomb(x, y, radius = 6, sides = 5) {
bomb(x, y, radius = 9, sides = 5) {
mobs.spawn(x, y, sides, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
@@ -2155,7 +2160,7 @@ const spawn = {
this.torque -= 0.000004 * this.inertia;
} else if (this.noseLength > 1.5) {
//fire
spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 4);
spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 7 + Math.ceil(this.radius / 15), 4);
const v = 20 * simulation.accelScale;
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + this.fireDir.x * v + Math.random(),
@@ -2208,7 +2213,7 @@ const spawn = {
}
};
},
sniperBullet(x, y, radius = 6, sides = 4) {
sniperBullet(x, y, radius = 9, sides = 4) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
let me = mob[mob.length - 1];
@@ -2252,7 +2257,7 @@ const spawn = {
Matter.Body.setAngularVelocity(this, 0.14)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 6)
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 7)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -8)
Matter.Body.setVelocity(mob[mob.length - 1], {
@@ -2290,7 +2295,7 @@ const spawn = {
Matter.Body.setAngularVelocity(this, 0.11)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 6)
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 8)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
@@ -2342,14 +2347,14 @@ const spawn = {
// this.force.x -= 2 * forceMag * Math.cos(angle);
// this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
}
spawn.seeker(this.vertices[this.closestVertex1].x, this.vertices[this.closestVertex1].y, 4)
spawn.seeker(this.vertices[this.closestVertex1].x, this.vertices[this.closestVertex1].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
spawn.seeker(this.vertices[this.closestVertex2].x, this.vertices[this.closestVertex2].y, 4)
spawn.seeker(this.vertices[this.closestVertex2].x, this.vertices[this.closestVertex2].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity2 = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex2])), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
@@ -2378,7 +2383,7 @@ const spawn = {
}
};
},
seeker(x, y, radius = 5, sides = 6) {
seeker(x, y, radius = 8, sides = 6) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,255)");
let me = mob[mob.length - 1];
@@ -2511,8 +2516,8 @@ const spawn = {
});
World.add(engine.world, consBB[consBB.length - 1]);
},
snakeBody(x, y, radius = 20) {
mobs.spawn(x, y, 4, radius, "rgb(55,170,170)");
snakeBody(x, y, radius = 14) {
mobs.spawn(x, y, 8, radius, "transparent");
let me = mob[mob.length - 1];
// me.onHit = function() {
// //run this function on hitting player
@@ -2523,6 +2528,8 @@ const spawn = {
me.leaveBody = false;
me.frictionAir = 0.02;
me.isSnakeTail = true;
me.stroke = "#099"
me.onDeath = function() {
if (this.isSnakeTail) { //wake up tail mobs
for (let i = 0; i < mob.length; i++) {