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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@@ -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)}, ${player.velocity.y.toFixed(1)})
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</div>
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</div>`;
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`;
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// <div class="pause-grid-module" style="display: flex; justify-content: space-between;padding-bottom:20px;">
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// <span>${game.SVGleftMouse} fire gun</span>
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// <span>${game.SVGrightMouse} use field</span>
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// </div>
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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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@@ -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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80
todo.txt
80
todo.txt
@@ -5,7 +5,24 @@ boss mob - just a faster and larger version of a springer mob
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always shielded
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consider combining with time skipper field?
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pulse and time dilation only ones left with no dedicated mod
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pulse and time dilation only upgrades left with no dedicated mod
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mob - time skipper: sends a pulse wave out that will cause time to jump forward 1 second.
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mob stabber - extends one vector like the shooter, but quickly in order to stab
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mob sniper - targeting laser, then a high speed, no gravity bullet
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mod - nails do poison damage
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mod - increase laser bot range, and reduce energy drain
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mod - mines become a turret that fires nails
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it could float to the mouse location on fire
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mod - blocks stun mobs
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settings - custom keys binding
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lore - a robot (the player) gains self awareness
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each mod/gun/field is a new tech
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@@ -16,46 +33,6 @@ lore - a robot (the player) gains self awareness
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you get immortality and Infinity damage
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the next level is the final level
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when you die with Quantum Immortality there is a chance of lore text
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make a global variable that goes up by one every time you play
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show text at start, loading simulation #...
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mod - status effects last 1 second longer
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cryonics : a mod that increases the freezing time of mobs.
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wait until you have more status effects written
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mob Boss - time skipper: sends a pulse wave out that will cause time to jump forward 1 second.
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what about a series of short time skips forward 10 cycles at a time
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MOB stabber - extends one vector like the shooter, but quickly in order to stab
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work on burn status effect
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graphics don't look right
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how is it different from the chemical dot
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mod - nails do poison damage
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mod - increase laser bot range, and reduce energy drain
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mod - mines become a turret that fires nails
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it could float to the mouse location on fire
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dash - mod when pressing left or right on the ground, teleport to the right until you find an obstruction
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do repeated horizontal zone queries until they hit map or block
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up to a max range of like 10 player widths
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this didn't work as a field, but maybe as a gun?
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mod - blocks stun mobs
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mod or field - turn blocks into spores or drones
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mod - robot that attack nearby mobs, and delivers a stun status effect
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use laser bot code for the attack
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large and 5 sided?
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settings - auto aim at nearest mob
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settings - custom keys binding
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mod - energy recharges faster when not moving
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atmosphere levels: change the pace, give the user a rest between combat
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low or no combat, but more graphics
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@@ -71,11 +48,9 @@ atmosphere levels: change the pace, give the user a rest between combat
|
||||
in the final level you see your self at the starting level, with the wires
|
||||
you shoot your self to wake up?
|
||||
|
||||
MOB sniper - targeting laser, then a high speed, no gravity bullet
|
||||
|
||||
css transition for pause menu
|
||||
|
||||
mod: do extra damage based on your speed
|
||||
mod - do extra damage based on your speed
|
||||
do more damage when not moving?
|
||||
take less damage when not moving?
|
||||
|
||||
@@ -88,15 +63,6 @@ weekly random challenge where everyone playing each week gets the same random se
|
||||
The randomness would be determined by the date so it would sync everyone.
|
||||
power ups still drop, but the drops are determined by a preset list that changes each week.
|
||||
|
||||
mod: do something at the end of each level
|
||||
heal to full
|
||||
should still be effected by the heal reduction at higher difficulty
|
||||
give ammo to current gun
|
||||
give goals/quests for each level
|
||||
how to track goals?
|
||||
take no damage
|
||||
don't shoot
|
||||
|
||||
gun: Spirit Bomb (singularity)
|
||||
use charge up like rail gun
|
||||
electricity graphics like plasma torch
|
||||
@@ -105,7 +71,7 @@ gun: Spirit Bomb (singularity)
|
||||
uses energy
|
||||
hold above the player's head
|
||||
|
||||
Boss levels
|
||||
small Boss levels
|
||||
sensor that locks you in after you enter the boss room
|
||||
boss that eats other mobs and gains stats from them
|
||||
chance to spawn on any level (past level 5)
|
||||
@@ -117,12 +83,6 @@ make power ups keep moving to player if the pickup field is turned off before th
|
||||
|
||||
animate new level spawn by having the map aspects randomly fly into place
|
||||
|
||||
new map with repeating endlessness
|
||||
get ideas from Manifold Garden game
|
||||
if falling, get teleported above the map
|
||||
I tried it, but had trouble getting the camera to adjust to the teleportation
|
||||
this can apply to blocks mobs, and power ups as well
|
||||
|
||||
give mobs more animal-like behaviors
|
||||
like rain world
|
||||
give mobs something to do when they don't see player
|
||||
|
||||
Reference in New Issue
Block a user