slashBoss

new boss: slashBoss - same as slash mob, but it's get invulnerability of course

if you have upgraded bots then random bot will that type
being inside slime reduces gravity by 50% through buoyancy
difficulty increase for mobs harm is 2% lower per level
boson composite no longer lets you pass through elevators and rotors

NAND gate damage 50 -> 55.5%
This commit is contained in:
landgreen
2022-01-16 08:22:31 -08:00
parent 752a0034ed
commit 694ff23f61
6 changed files with 327 additions and 126 deletions

View File

@@ -5,7 +5,7 @@ const spawn = {
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"
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "mantisBoss", "slashBoss"
]) {
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
@@ -3514,6 +3514,170 @@ const spawn = {
ctx.setLineDash([]);
}
},
slashBoss(x, y, radius = 80) {
mobs.spawn(x, y, 5, radius, "rgb(201,202,225)");
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
me.seeAtDistance2 = 1000000;
me.accelMag = 0.001 + 0.0003 * simulation.accelScale;
Matter.Body.setDensity(me, 0.0005); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.seePlayerFreq = 20
me.lockedOn = null;
me.torqueMagnitude = 0.00024 * me.inertia * (Math.random() > 0.5 ? -1 : 1);
me.delay = 120 * simulation.CDScale;
me.cd = 0;
me.swordRadius = 0;
me.swordVertex = 1
me.swordRadiusMax = 1100 + 20 * simulation.difficulty;
me.swordRadiusGrowRate = me.swordRadiusMax * (0.005 + 0.0003 * simulation.difficulty)
me.isSlashing = false;
me.swordDamage = 0.07 * simulation.dmgScale
me.laserAngle = 3 * Math.PI / 5
const seeDistance2 = 200000
spawn.shield(me, x, y);
me.onDamage = function() {};
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function() {
this.seePlayerByHistory();
this.attraction();
this.checkStatus();
if (!m.isBodiesAsleep) this.sword() //does various things depending on what stage of the sword swing
// ctx.beginPath(); //hide map
// ctx.arc(this.position.x, this.position.y, 3000, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
// ctx.fillStyle = "#444";
// ctx.fill();
};
me.swordWaiting = function() {
if (
this.seePlayer.recall &&
this.cd < simulation.cycle &&
this.distanceToPlayer2() < seeDistance2 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
) {
//find vertex farthest away from player
let dist = 0
for (let i = 0, len = this.vertices.length; i < len; i++) {
const D = Vector.magnitudeSquared(Vector.sub({ x: this.vertices[i].x, y: this.vertices[i].y }, m.pos))
if (D > dist) {
dist = D
this.swordVertex = i
}
}
this.laserAngle = this.swordVertex / 5 * 2 * Math.PI + 0.6283
this.sword = this.swordGrow
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Body.setAngularVelocity(this, 0)
this.accelMag = 0
this.damageReduction = 0
this.isInvulnerable = true
this.frictionAir = 1
}
}
me.sword = me.swordWaiting //base function that changes during different aspects of the sword swing
me.swordGrow = function() {
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
this.swordRadius += this.swordRadiusGrowRate
if (this.swordRadius > this.swordRadiusMax) {
this.sword = this.swordSlash
this.spinCount = 0
}
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();
}
me.swordSlash = function() {
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
this.torque += this.torqueMagnitude;
this.spinCount++
if (this.spinCount > 80) {
this.sword = this.swordWaiting
this.swordRadius = 0
this.accelMag = 0.001 * simulation.accelScale;
this.cd = simulation.cycle + this.delay;
this.damageReduction = this.startingDamageReduction
this.isInvulnerable = false
this.frictionAir = 0.01
}
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();
}
me.laserSword = function(where, angle) {
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let v = domain[i].vertices;
const len = v.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, v[j], v[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: v[j], v2: v[j + 1] };
}
}
results = simulation.checkLineIntersection(v1, v1End, v[0], v[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: v[0], v2: v[len] };
}
}
};
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
const look = { x: where.x + this.swordRadius * Math.cos(angle), y: where.y + this.swordRadius * Math.sin(angle) };
vertexCollision(where, look, body); // vertexCollision(where, look, mob);
vertexCollision(where, look, map);
if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
m.damage(this.swordDamage);
simulation.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: this.swordDamage * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});
}
if (best.dist2 === Infinity) best = look;
ctx.beginPath(); //draw beam
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = "rgba(100,100,255,0.1)"; // Purple path
ctx.lineWidth = 25;
ctx.stroke();
ctx.strokeStyle = "rgba(100,100,255,0.5)"; // Purple path
ctx.lineWidth = 5;
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([]);
}
},
slasher(x, y, radius = 36 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(201,202,225)");
let me = mob[mob.length - 1];