added timeSKipBoss to levels
This commit is contained in:
@@ -334,25 +334,6 @@ const b = {
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b.modNailBotCount = 0;
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}
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},
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{
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name: "ablative drones",
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description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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b.isModDroneOnDamage = true;
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for (let i = 0; i < 4; i++) {
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b.drone() //spawn drone
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}
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},
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remove() {
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b.isModDroneOnDamage = false;
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}
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},
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{
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name: "ablative mines",
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description: "rebuild your broken parts as a <strong>mine</strong><br>chance to occur after being <strong>harmed</strong>",
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@@ -376,6 +357,25 @@ const b = {
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b.isModMineOnDamage = false;
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}
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},
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{
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name: "ablative drones",
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description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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b.isModDroneOnDamage = true;
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for (let i = 0; i < 4; i++) {
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b.drone() //spawn drone
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}
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},
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remove() {
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b.isModDroneOnDamage = false;
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}
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},
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{
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name: "Lorentzian topology",
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description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
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@@ -591,6 +591,10 @@ const b = {
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requires: "",
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effect() {
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b.isModEntanglement = true
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setTimeout(function () {
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game.boldActiveGunHUD();
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}, 10);
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},
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remove() {
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b.isModEntanglement = false;
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65
js/game.js
65
js/game.js
@@ -257,21 +257,6 @@ const game = {
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game.boldActiveGunHUD();
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// mech.drop();
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},
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// tips = [
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// "You can throw blocks at dangerous speeds by holding the right mouse or spacebar.",
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// "You can use your field to block damage. (right mouse or spacebar)",
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// "Explosive weapons, like the grenade are good at clearing groups.",
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// "Larger and faster bullets do more damage.",
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// "You take more damage from colliding with larger baddies",
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// "Holding large blocks slows down the player.",
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// "holding blocks prevents the field energy from regenerating.",
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// `There are ${mech.fieldUpgrades.length-1} possible field upgrades.`,
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// `There are ${b.guns.length} different guns.`,
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// "You keep field upgrades after you die.",
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// "Unique level bosses always drop a field upgrade if you don't have one.",
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// "You jump higher if you hold down the jump button.",
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// "Crouching while firing makes bullets go faster, but slows the rate of fire.",
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// ]
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keyPress() { //runs on key down event
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if (keys[189]) {
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// - key
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@@ -393,16 +378,6 @@ const game = {
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game.zoomScale = zoomScale
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game.zoom = canvas.height / zoomScale; //sets starting zoom scale
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},
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noCameraScroll() {
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// makes the camera not scroll after changing locations
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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const scale = 0.8;
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mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
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mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
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mech.transX += (mech.transSmoothX - mech.transX) * 1;
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mech.transY += (mech.transSmoothY - mech.transY) * 1;
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},
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zoomTransition(newZoomScale, step = 2) {
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if (game.isAutoZoom) {
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const isBigger = (newZoomScale - game.zoomScale > 0) ? true : false;
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@@ -431,18 +406,6 @@ const game = {
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}
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}
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},
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camera() {
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ctx.save();
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ctx.translate(canvas.width2, canvas.height2); //center
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ctx.scale(game.zoom, game.zoom); //zoom in once centered
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ctx.translate(-canvas.width2 + mech.transX, -canvas.height2 + mech.transY); //translate
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//calculate in game mouse position by undoing the zoom and translations
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game.mouseInGame.x = (game.mouse.x - canvas.width2) / game.zoom + canvas.width2 - mech.transX;
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game.mouseInGame.y = (game.mouse.y - canvas.height2) / game.zoom + canvas.height2 - mech.transY;
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},
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restoreCamera() {
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ctx.restore();
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},
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zoomInFactor: 0,
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startZoomIn(time = 180) {
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game.zoom = 0;
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@@ -459,6 +422,28 @@ const game = {
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}
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}
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},
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noCameraScroll() {
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// makes the camera not scroll after changing locations
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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const scale = 0.8;
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mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
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mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
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mech.transX += (mech.transSmoothX - mech.transX) * 1;
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mech.transY += (mech.transSmoothY - mech.transY) * 1;
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},
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camera() {
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ctx.save();
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ctx.translate(canvas.width2, canvas.height2); //center
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ctx.scale(game.zoom, game.zoom); //zoom in once centered
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ctx.translate(-canvas.width2 + mech.transX, -canvas.height2 + mech.transY); //translate
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//calculate in game mouse position by undoing the zoom and translations
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game.mouseInGame.x = (game.mouse.x - canvas.width2) / game.zoom + canvas.width2 - mech.transX;
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game.mouseInGame.y = (game.mouse.y - canvas.height2) / game.zoom + canvas.height2 - mech.transY;
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},
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restoreCamera() {
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ctx.restore();
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},
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wipe() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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},
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@@ -711,6 +696,12 @@ const game = {
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x: level.enter.x + 50,
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y: level.enter.y - 20
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});
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// Matter.Body.setPosition(player, {
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// x: player.position.x,
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// y: -7000
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// });
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// game.noCameraScroll()
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mech.energy = 0;
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if (game.difficultyMode === 2) mech.damage(0.3);
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if (game.difficultyMode === 1) mech.damage(0.1);
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18
js/index.js
18
js/index.js
@@ -72,7 +72,6 @@ const build = {
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}
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},
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pauseGrid() {
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// let text = `<div class="pause-grid-module" style="border:0px;background:none;"></div>`
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let text = `
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<div class="pause-grid-module">
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<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> press P to resume
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@@ -84,13 +83,8 @@ const build = {
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<br>
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<br>health: ${(mech.health*100).toFixed(0)}% energy: ${(mech.energy*100).toFixed(0)}% mass: ${player.mass.toFixed(1)}
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<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
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</div>
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`;
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// <div class="pause-grid-module" style="display: flex; justify-content: space-between;padding-bottom:20px;">
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// <span>${game.SVGleftMouse} fire gun</span>
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// <span>${game.SVGrightMouse} use field</span>
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// </div>
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</div>`;
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let countGuns = 0
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let countMods = 0
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for (let i = 0, len = b.guns.length; i < len; i++) {
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@@ -212,10 +206,10 @@ const build = {
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</g>
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</svg>
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<svg class="SVG-button" onclick="build.shareURL()" width="52" height="25">
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<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
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<text x="5" y="18">share</text>
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</g>
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</svg>
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<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
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<text x="5" y="18">share</text>
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</g>
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</svg>
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</div>
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<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:#c4ccd8;">
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<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
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@@ -147,7 +147,7 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.laserBoss(2900, -500)
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spawn.springer(3200, -500)
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spawn.beamer(1200, -500)
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// spawn.timeSkipBoss(2900, -500)
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// spawn.randomMob(3200, -500)
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@@ -701,7 +701,7 @@ const level = {
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//spawn.mapRect(-700, 0, 6250, 100); //ground
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spawn.mapRect(3400, 0, 2150, 100); //ground
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spawn.mapRect(-700, -2000, 2100, 50); //Top left ledge
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spawn.mapRect(-700, -2000, 2110, 50); //Top left ledge
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spawn.bodyRect(1300, -2125, 50, 125, 0.8);
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spawn.bodyRect(1307, -2225, 50, 100, 0.8);
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spawn.mapRect(-700, -2350, 50, 400); //far left starting left wall
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@@ -715,6 +715,7 @@ const level = {
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spawn.mapRect(1850, -2000, 650, 50);
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spawn.bodyRect(200, -2150, 200, 220, 0.8);
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spawn.mapRect(700, -2275, 600, 50);
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spawn.mapRect(1000, -1350, 410, 50);
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spawn.bodyRect(1050, -2350, 30, 30, 0.8);
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// spawn.boost(1800, -1000, 1200);
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spawn.bodyRect(1625, -1100, 100, 75);
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@@ -938,7 +939,7 @@ const level = {
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spawn.randomBoss(4000, -350, 0.6);
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spawn.randomBoss(2750, -550, 0.1);
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if (game.difficulty > 2) {
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if (Math.random() < 0.3) { // tether ball
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if (Math.random() < 0.1) { // tether ball
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spawn.tetherBoss(4250, 0)
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cons[cons.length] = Constraint.create({
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pointA: {
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@@ -7,11 +7,6 @@ const mobs = {
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while (i--) {
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if (mob[i].alive) {
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mob[i].do();
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// let j = mob[i].status.length;
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// while (j--) {
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// mob[i].status[j].effect();
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// if (mob[i].status[j].endCycle > game.cycle) mob[i].status.splice(j, 0);
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// }
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} else {
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mob[i].replace(i); //removing mob and replace with body, this is done here to avoid an array index bug with drawing I think
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}
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@@ -49,6 +44,8 @@ const mobs = {
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}
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},
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statusSlow(who, cycles = 60) {
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console.log('slow')
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if (!who.shield && !who.isShielded) {
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//remove other "slow" effects on this mob
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let i = who.status.length
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@@ -788,7 +785,6 @@ const mobs = {
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if (this.seePlayer.recall && this.cd < game.cycle) {
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const dist = Vector.sub(this.seePlayer.position, this.position);
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const distMag = Vector.magnitude(dist);
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console.log(this.seePlayer.recall)
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if (distMag < 400) {
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this.cd = game.cycle + this.delay;
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ctx.beginPath();
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@@ -564,7 +564,7 @@ const mech = {
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// freeze game and display a full screen red color
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if (dmg > 0.05) {
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if (dmg > 0.07 && mech.holdingMassScale > 0.2) mech.drop(); //drop block if holding
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if (dmg > 0.15 * mech.holdingMassScale) mech.drop(); //drop block if holding
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsInterval = 1000 / game.fpsCap;
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} else {
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26
js/spawn.js
26
js/spawn.js
@@ -80,7 +80,7 @@ const spawn = {
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},
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randomLevelBoss(x, y) {
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// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
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const options = ["shooterBoss", "cellBossCulture", "bomberBoss"]
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const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"]
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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//mob templates *********************************************************************************************
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@@ -638,34 +638,40 @@ const spawn = {
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}
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}
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},
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timeSkipBoss(x, y, radius = 80) {
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timeSkipBoss(x, y, radius = 60) {
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mobs.spawn(x, y, 6, radius, '#000');
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let me = mob[mob.length - 1];
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// me.stroke = "transparent"; //used for drawSneaker
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me.timeSkipLastCycle = 0
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me.eventHorizon = 1300; //required for black hole
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me.seeAtDistance2 = (me.eventHorizon + 1000) * (me.eventHorizon + 1000); //vision limit is event horizon
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me.accelMag = 0.00013 * game.accelScale;
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me.eventHorizon = 1500; //required for black hole
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me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
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me.accelMag = 0.00022 * game.accelScale;
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// me.frictionAir = 0.005;
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// me.memory = 1600;
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Matter.Body.setDensity(me, 0.018); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function () {
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//applying forces to player doesn't seem to work inside this method, not sure why
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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};
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me.do = function () {
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//keep it slow, to stop issues from explosion knock backs
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if (this.speed > 2) {
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Matter.Body.setVelocity(this, {
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x: this.velocity.x * 0.99,
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y: this.velocity.y * 0.99
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});
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}
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this.seePlayerCheck();
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this.checkStatus();
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this.attraction()
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if (!game.isTimeSkipping) {
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const compress = 3
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const compress = 2
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if (this.timeSkipLastCycle < game.cycle - compress &&
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Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
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this.timeSkipLastCycle = game.cycle
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game.timeSkip(compress)
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this.fill = `rgba(0,0,0,${0.1+0.1*Math.random()})`
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this.fill = `rgba(0,0,0,${0.1+0.4*Math.random()})`
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this.stroke = "#000"
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this.isShielded = false;
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this.dropPowerUp = true;
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@@ -673,7 +679,7 @@ const spawn = {
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = `rgba(255,255,255,${mech.energy*0.5})`;
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ctx.fillStyle = "#fff";
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ctx.globalCompositeOperation = "destination-in"; //in or atop
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ctx.fill();
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ctx.globalCompositeOperation = "source-over";
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@@ -703,7 +709,7 @@ const spawn = {
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this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = `rgba(0,0,0,${0.1*Math.random()})`;
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ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
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ctx.fill();
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}
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}
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Reference in New Issue
Block a user