crouch bug fix, laserBoss balance

This commit is contained in:
landgreen
2020-03-28 07:26:13 -07:00
parent ad950d2cc2
commit 67fc1a0e37
5 changed files with 228 additions and 22 deletions

View File

@@ -1902,10 +1902,10 @@ const b = {
inertia: Infinity, inertia: Infinity,
friction: 0, friction: 0,
frictionAir: 0.10, frictionAir: 0.10,
restitution: 0.2, restitution: 0.3,
dmg: 0.25, //damage done in addition to the damage from momentum dmg: 0.3, //damage done in addition to the damage from momentum
lookFrequency: 10 + Math.floor(7 * Math.random()), lookFrequency: 10 + Math.floor(7 * Math.random()),
endCycle: game.cycle + 90 * b.isModBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger), endCycle: game.cycle + 120 * b.isModBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {
category: cat.bullet, category: cat.bullet,
@@ -1917,14 +1917,14 @@ const b = {
onDmg(who) { onDmg(who) {
mobs.statusSlow(who, 30) mobs.statusSlow(who, 30)
this.endCycle = game.cycle this.endCycle = game.cycle
if (b.isModAlphaRadiation) mobs.statusPoison(who, 0.08, 180) if (b.isModAlphaRadiation) mobs.statusPoison(who, 0.1, 180)
}, },
onEnd() {}, onEnd() {},
do() { do() {
// this.force.y += this.mass * 0.0002; // this.force.y += this.mass * 0.0002;
//find mob targets //find mob targets
if (!(game.cycle % this.lookFrequency)) { if (!(game.cycle % this.lookFrequency)) {
const scale = 1 - 0.1 / b.isModBulletsLastLonger //0.9 * b.isModBulletsLastLonger; const scale = 1 - 0.09 / b.isModBulletsLastLonger //0.9 * b.isModBulletsLastLonger;
Matter.Body.scale(this, scale, scale); Matter.Body.scale(this, scale, scale);
this.lockedOn = null; this.lockedOn = null;
let closeDist = Infinity; let closeDist = Infinity;

View File

@@ -14,13 +14,14 @@ const level = {
start() { start() {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
// level.difficultyIncrease(9) // level.difficultyIncrease(9)
b.giveGuns("shotgun") // b.giveGuns("ice IX")
// mech.setField("time dilation field") // mech.setField("time dilation field")
// b.giveMod("quantum immortality"); // b.giveMod("quantum immortality");
// b.giveMod("reflective cavity"); // b.giveMod("reflective cavity");
level.intro(); //starting level level.intro(); //starting level
// level.testingMap(); // level.testingMap();
// level.stronghold()
// level.bosses(); // level.bosses();
// level.satellite(); // level.satellite();
// level.skyscrapers(); // level.skyscrapers();
@@ -94,6 +95,219 @@ const level = {
}, },
//****************************************************************************************************************** //******************************************************************************************************************
//****************************************************************************************************************** //******************************************************************************************************************
stronghold() { // player made level by Francois 👑 from discord
level.defaultZoom = 1400
game.zoomTransition(level.defaultZoom)
mech.setPosToSpawn(1900, -10); //normal spawn
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y - 10;
level.exit.x = -350;
level.exit.y = -1250;
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 20); //exit bump
document.body.style.backgroundColor = "#dbdcde";
spawn.debris(3800, -1480, 300, 12);
spawn.debris(3600, -1130, 200, 2);
level.fillBG.push({
x: -500,
y: -1220,
width: 550,
height: -480,
color: "#edf9f9"
});
level.fillBG.push({
x: 0,
y: -700,
width: 1050,
height: 700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: -550,
y: -1170,
width: 550,
height: 1170,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1150,
y: -1700,
width: 250,
height: 1700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1050,
y: -1200,
width: 100,
height: 1200,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1400,
y: -250,
width: 200,
height: -1500,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1600,
y: -550,
width: 600,
height: -1150,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 2530,
y: -550,
width: 400,
height: -1450,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3270,
y: -1700,
width: 80,
height: 600,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3350,
y: -1350,
width: 700,
height: 230,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 4050,
y: -1700,
width: 600,
height: 1290,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3650,
y: -110,
width: 1000,
height: 170,
color: "rgba(0,0,0,0.1)"
});
// __________________________________________________________________________________________________
// Spawn Box
spawn.mapRect(1600, -500, 50, 500); //Left Wall
spawn.mapRect(1600, -550, 1500, 50); //Roof
spawn.mapRect(2300, -500, 50, 300); //Right Wall
spawn.mapRect(-550, 0, 4300, 200); //ground
spawn.mapRect(3700, 55, 1300, 145); //2nd ground
spawn.mapRect(5000, 0, 50, 200); //Last small part of the ground
spawn.mapRect(3100, -1070, 50, 570); // vertical 2nd roof
spawn.mapRect(3100, -1120, 950, 50); // Horizontal 2nd Roof
spawn.mapRect(4050, -1750, 600, 50); // Roof after lift
spawn.mapRect(4600, -1700, 50, 100); // Petit retour de toit, après ascenseur
//Spawn "Upstairs"
spawn.mapRect(3650, -160, 400, 50); //Thin Walk
spawn.mapRect(4050, -410, 600, 300); //Large staircase block
spawn.mapRect(4600, -1120, 50, 710); //Left Wall Wall upstairs
spawn.mapRect(4550, -1170, 100, 50); //Bloque ascenseur
spawn.mapVertex(3700, 35, "0 0 450 0 300 -60 150 -60"); //first slope
spawn.mapVertex(4850, 35, "0 0 370 0 370 -65 150 -65"); //second slope
spawn.boost(4865, 0, 1800); // right boost
spawn.bodyRect(3950, -280, 170, 120); //Bloc Marche Pour Monter À Ascenseur
// spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4050, -500, 275, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4235, -500, 275, 100, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
spawn.bodyRect(4025, -450, 550, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 4325,
y: -1700,
},
bodyB: body[body.length - 1],
stiffness: 0.0001217,
length: 200
});
spawn.bodyRect(2799, -870, 310, 290); //Gros bloc angle toit
spawn.mapRect(4000, -1750, 50, 400); //Right Wall Cuve
spawn.mapRect(3400, -1400, 600, 50); // Bottom Cuve
spawn.mapRect(3350, -1750, 50, 400); // Left Wall Cuve
spawn.bodyRect(3400, -1470, 110, 70); //Moyen bloc dans la cuve
spawn.mapRect(3270, -1750, 80, 50); // Rebord gauche cuve
spawn.mapRect(2530, -2000, 400, 50); //First Plateforme
spawn.mapRect(1600, -1750, 600, 50); // Middle plateforme
spawn.mapRect(1150, -1750, 250, 50); //Derniere plateforme // Toit petite boite en [
spawn.bodyRect(1830, -1980, 190, 230); // Fat bloc plateforme middle
spawn.bodyRect(1380, -1770, 250, 20) // Pont last plateforme
spawn.mapRect(1000, -1250, 400, 50); //Sol de la petite boite en [
spawn.mapRect(1100, -1750, 50, 380); //Mur gauche petite boite en [
spawn.bodyRect(1100, -1380, 48, 119); //Bloc-porte petite boite en [
spawn.mapRect(-100, -750, 1100, 50); //Sol last salle
spawn.mapRect(1000, -1200, 50, 500) // Mur droit last salle
spawn.mapRect(50, -1550, 1050, 50); // Toit last salle
spawn.bodyRect(1, -900, 48, 150); //Bloc porte last salle
spawn.mapRect(0, -1170, 50, 270); //Mur gauche en bas last salle
spawn.bodyRect(920, -900, 120, 120); //Gros bloc last salle
spawn.mapRect(0, -1700, 50, 320); // Mur droit salle exit / Mur gauche last salle
spawn.mapRect(-550, -1220, 600, 50); // Sol exit room
spawn.mapRect(-500, -1750, 550, 50); // Toit exit room
spawn.mapRect(-550, -1750, 50, 530); // Mur gauche exit room
spawn.bodyRect(-503, -1250, 30, 30); // Petit bloc exit room
spawn.mapRect(500, -700, 100, 590); //Bloc noir un dessous last salle
spawn.mapRect(1400, -250, 200, 250); //Black Block left from the spawn
spawn.boost(-370, 0, 800);
map[map.length] = Bodies.polygon(2325, -205, 0, 15); //circle above door
spawn.bodyRect(2325, -180, 15, 170, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//makes door swing
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - 1],
pointA: {
x: 0,
y: -90
},
bodyB: map[map.length - 1],
stiffness: 1
});
spawn.bodyRect(650, 50, 70, 50);
spawn.bodyRect(300, 0, 100, 60);
spawn.bodyRect(400, 0, 100, 150);
spawn.bodyRect(2545, -50, 70, 50);
spawn.bodyRect(2550, 0, 100, 30);
spawn.randomSmallMob(1000, -400, 1);
spawn.randomSmallMob(2550, -560, 1);
spawn.randomSmallMob(3350, -900, 1);
spawn.randomSmallMob(3600, -1210, 1);
spawn.randomSmallMob(700, -1950, 0.2);
spawn.randomSmallMob(5050, -550);
spawn.randomMob(900, -160, 1);
spawn.randomMob(2360, -820, 0.8);
spawn.randomMob(2700, -2020, 0.8);
spawn.randomMob(3050, -1650, 0.8);
spawn.randomMob(3350, -600, 0.8);
spawn.randomMob(4400, -50, 1);
spawn.randomBoss(1500, -1900, 0.5);
spawn.randomBoss(2350, -850, 1);
spawn.randomBoss(100, -450, 0.9);
if (game.difficulty > 3) spawn.randomLevelBoss(1850, -1400, 1);
},
testingMap() { testingMap() {
//start with all guns //start with all guns
// level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why? // level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why?

View File

@@ -1021,7 +1021,7 @@ const mech = {
} else { } else {
mech.drawHold(who); mech.drawHold(who);
} }
mech.holdingTarget = null // mech.holdingTarget = null
//knock backs //knock backs
if (mech.fieldShieldingScale > 0) { if (mech.fieldShieldingScale > 0) {
const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back

View File

@@ -104,6 +104,7 @@ const spawn = {
me.do = function () { me.do = function () {
this.gravity(); this.gravity();
this.checkStatus();
if (this.seePlayer.recall) { if (this.seePlayer.recall) {
this.seePlayerByDistAndLOS(); this.seePlayerByDistAndLOS();
this.attraction(); this.attraction();
@@ -749,11 +750,13 @@ const spawn = {
me.onDeath = function () { me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
}; };
me.rotateVelocity = 0.0035 * Math.sqrt(game.accelScale) * (level.levelsCleared > 8 ? 1 : -1) me.rotateVelocity = Math.min(0.01, 0.0025 * game.accelScale * game.accelScale) * (level.levelsCleared > 8 ? 1 : -1)
me.do = function () { me.do = function () {
this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
// Matter.Body.rotate(this, -0.003 / (0.3 + this.health)) // Matter.Body.rotate(this, -0.003 / (0.3 + this.health))
Matter.Body.rotate(me, this.rotateVelocity) // if (!mech.isBodiesAsleep) Matter.Body.rotate(me, this.rotateVelocity)
Matter.Body.setAngle(me, game.cycle * this.rotateVelocity)
// this.torque -= this.inertia * 0.0000025 / (4 + this.health); // this.torque -= this.inertia * 0.0000025 / (4 + this.health);
Matter.Body.setVelocity(this, { Matter.Body.setVelocity(this, {
x: 0, x: 0,

View File

@@ -1,11 +1,8 @@
shotgun hits harder up close and weaker far away
swarm is now called ice IX and it freezes mobs
mod - ablative mines
acid and negative feedback now tell you when they are active
************** TODO - n-gon ************** ************** TODO - n-gon **************
add a way to run player submitted maps.
MOB stabber - extends one vector like the shooter, but quickly in order to stab MOB stabber - extends one vector like the shooter, but quickly in order to stab
mod - frag grenades fire nails on explosion mod - frag grenades fire nails on explosion
@@ -43,14 +40,6 @@ mod - robot that attack nearby mobs, and delivers a stun status effect
use laser bot code for the attack use laser bot code for the attack
large and 5 sided? large and 5 sided?
bug - getting stuck in crouch mode
press T to see it visually
happened twice to me so far
once right after selecting a mod with lots of blocks around
I don't think I was holding a block
might have been standing on a block... not sure
running mech.definePlayerMass() fixes it
settings - auto aim at nearest mob settings - auto aim at nearest mob
settings - custom keys binding settings - custom keys binding