added timeSKipBoss to levels
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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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