foam gun, mods: overcharge, supersaturate, many background adjustments

This commit is contained in:
landgreen
2019-12-15 07:43:34 -08:00
committed by GitHub
parent 320f0ef28c
commit 66479c9b82
8 changed files with 216 additions and 207 deletions

View File

@@ -99,7 +99,6 @@ const spawn = {
this.gravity();
if (this.seePlayer.recall) {
this.seePlayerByDistAndLOS();
this.healthBar();
this.attraction();
//tether to other blocks
ctx.beginPath();
@@ -135,7 +134,6 @@ const spawn = {
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
me.do = function () {
this.healthBar();
this.seePlayerByLookingAt();
this.attraction();
};
@@ -151,7 +149,6 @@ const spawn = {
// Matter.Body.setDensity(me, 0.003) // normal density is 0.001
// me.do = function () {
// this.healthBar();
// if (!(game.cycle % this.lookFrequency)) {
// //slow self heal
@@ -237,7 +234,6 @@ const spawn = {
me.memory = 50;
if (Math.random() < Math.min((game.difficulty - 1) * 0.1, 0.7)) spawn.shield(me, x, y);
me.do = function () {
this.healthBar();
this.gravity();
this.seePlayerCheck();
this.attraction();
@@ -249,7 +245,6 @@ const spawn = {
me.big = false; //required for grow
me.accelMag = 0.00045 * game.accelScale;
me.do = function () {
this.healthBar();
this.seePlayerByLookingAt();
this.attraction();
this.grow();
@@ -299,7 +294,6 @@ const spawn = {
};
if (Math.random() < Math.min((game.difficulty - 1) * 0.1, 0.7)) spawn.shield(me, x, y);
me.do = function () {
this.healthBar();
this.gravity();
this.searchSpring();
};
@@ -319,7 +313,6 @@ const spawn = {
// this.zoomMode = 150;
// };
// me.do = function () {
// this.healthBar();
// this.seePlayerByDistAndLOS();
// this.zoom();
// this.gravity();
@@ -336,7 +329,6 @@ const spawn = {
me.randomHopFrequency = 50 + Math.floor(Math.random() * 1000);
me.randomHopCD = game.cycle + me.randomHopFrequency;
me.do = function () {
this.healthBar();
this.gravity();
this.seePlayerCheck();
this.hop();
@@ -369,7 +361,6 @@ const spawn = {
me.lookTorque = 0.0000014;
me.restitution = 0;
me.do = function () {
this.healthBar();
this.seePlayerByLookingAt();
//accelerate towards the player after a delay
if (this.seePlayer.recall) {
@@ -450,7 +441,6 @@ const spawn = {
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fill();
this.healthBar();
//when player is inside event horizon
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon && !mech.isStealth) {
mech.damage(0.00015 * game.dmgScale);
@@ -560,7 +550,6 @@ const spawn = {
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fill();
}
this.healthBar();
this.curl(eventHorizon);
}
}
@@ -575,7 +564,6 @@ const spawn = {
me.friction = 0;
if (Math.random() < Math.min(0.2 + (game.difficulty - 1) * 0.1, 0.7)) spawn.shield(me, x, y);
me.do = function () {
this.healthBar();
this.seePlayerByLookingAt();
this.attraction();
this.repulsion();
@@ -599,7 +587,6 @@ const spawn = {
};
// if (Math.random() < Math.min(0.2 + game.difficulty * 0.1, 0.7)) spawn.shield(me, x, y);
me.do = function () {
this.healthBar();
if (!this.isSleeping) {
this.seePlayerByLookingAt();
const dist2 = this.distanceToPlayer2();
@@ -659,7 +646,6 @@ const spawn = {
this.explode();
};
me.do = function () {
this.healthBar();
this.seePlayerByLookingAt();
this.attraction();
this.laser();
@@ -678,7 +664,6 @@ const spawn = {
this.cd = game.cycle + this.delay;
};
me.do = function () {
this.healthBar();
this.seePlayerCheck();
this.attraction();
this.gravity();
@@ -696,6 +681,7 @@ const spawn = {
// me.leaveBody = false;
me.canTouchPlayer = false; //used in drawSneaker
me.collisionFilter.mask = 0x010111; //can't touch player
me.showHealthBar = false;
// me.memory = 420;
me.do = function () {
@@ -747,6 +733,7 @@ const spawn = {
me.canTouchPlayer = false; //used in drawGhost
// me.leaveBody = false;
me.collisionFilter.mask = 0x000100; //move through walls and player
me.showHealthBar = false;
me.memory = 480;
me.do = function () {
//cap max speed
@@ -810,7 +797,6 @@ const spawn = {
// }
// };
// me.do = function () {
// this.healthBar();
// this.seePlayerCheck();
// this.blink();
// //strike by expanding
@@ -855,7 +841,6 @@ const spawn = {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.healthBar();
this.seePlayerCheckByDistance();
this.hoverOverPlayer();
this.bomb();
@@ -879,7 +864,6 @@ const spawn = {
};
if (Math.random() < Math.min(0.15 + (game.difficulty - 1) * 0.1, 0.7)) spawn.shield(me, x, y);
me.do = function () {
this.healthBar();
this.seePlayerByLookingAt();
this.fire();
};
@@ -906,7 +890,6 @@ const spawn = {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.healthBar();
this.seePlayerByLookingAt();
this.fire();
};
@@ -926,6 +909,7 @@ const spawn = {
me.restitution = 0.8;
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = 0x000010;
me.collisionFilter.mask = 0x011101;
me.do = function () {
@@ -950,7 +934,6 @@ const spawn = {
};
if (Math.random() < Math.min((game.difficulty - 1) * 0.1, 0.5)) spawn.shield(me, x, y);
me.do = function () {
this.healthBar();
this.gravity();
this.seePlayerCheck();
this.attraction();
@@ -970,7 +953,6 @@ const spawn = {
me.seePlayerFreq = Math.round((80 + 50 * Math.random()) * game.lookFreqScale);
me.frictionAir = 0.002;
me.do = function () {
this.healthBar();
this.gravity();
this.seePlayerCheck();
this.attraction();
@@ -985,7 +967,6 @@ const spawn = {
};
me.g = 0.0004; //required if using 'gravity'
me.do = function () {
this.healthBar();
this.gravity();
this.seePlayerCheck();
this.attraction();
@@ -1005,7 +986,6 @@ const spawn = {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.healthBar();
this.seePlayerCheck();
this.attraction();
this.laserBeam();
@@ -1049,7 +1029,6 @@ const spawn = {
this.removeCons(); //remove constraint
};
me.do = function () {
this.healthBar();
this.gravity();
this.seePlayerCheck();
this.attraction();
@@ -1076,6 +1055,7 @@ const spawn = {
};
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
//swap order of shield and mob, so that mob is behind shield graphically
mob[mob.length - 1] = mob[mob.length - 2];
mob[mob.length - 2] = me;
@@ -1105,6 +1085,7 @@ const spawn = {
};
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
mob[mob.length - 1] = mob[mob.length - 1 - nodes];
mob[mob.length - 1 - nodes] = me;
me.do = function () {};
@@ -1254,6 +1235,8 @@ const spawn = {
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50;
@@ -1319,6 +1302,8 @@ const spawn = {
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 - 20;
@@ -1367,6 +1352,8 @@ const spawn = {
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 - 35;
@@ -1414,6 +1401,8 @@ const spawn = {
// me.frictionStatic = 1;
// me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 + 16;
@@ -1461,6 +1450,8 @@ const spawn = {
// me.frictionStatic = 1;
// me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 + 26;