new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors

nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
This commit is contained in:
landgreen
2022-05-25 19:15:34 -07:00
parent 25037cac0d
commit 779500ce21
10 changed files with 450 additions and 386 deletions

View File

@@ -1,6 +1,6 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, mantisBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool
randomBossList: ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
@@ -1031,7 +1031,7 @@ const spawn = {
me.isSpawnBoss = true;
me.spawnID = spawnID
me.accelMag = 0.00018 * simulation.accelScale;
me.accelMag = 0.00022 * simulation.accelScale;
me.memory = Infinity;
me.showHealthBar = false;
me.isVerticesChange = true
@@ -1039,7 +1039,7 @@ const spawn = {
me.seePlayerFreq = Math.floor(14 + 7 * Math.random())
me.seeAtDistance2 = 200000 //1400000;
me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
me.collisionFilter.mask = cat.player | cat.bullet | cat.body | cat.map //"rgba(255,60,0,0.3)"
// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
// spawn.shield(me, x, y, 1);
@@ -1047,7 +1047,7 @@ const spawn = {
me.onHit = function() { //run this function on hitting player
this.explode();
};
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.damageReduction = 0.14 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.doAwake = function() {
this.alwaysSeePlayer();
this.checkStatus();
@@ -1741,6 +1741,68 @@ const spawn = {
}
}
},
// timeBoss(x, y, radius = 25) {
// mobs.spawn(x, y, 12, radius, "#000");
// let me = mob[mob.length - 1];
// me.isBoss = true;
// me.stroke = "transparent"; //used for drawSneaker
// me.eventHorizon = 1100; //required for black hole
// me.eventHorizonGoal = 1100; //required for black hole
// me.seeAtDistance2 = (me.eventHorizon + 1200) * (me.eventHorizon + 1200); //vision limit is event horizon
// me.accelMag = 0.00006 * simulation.accelScale;
// // me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
// // me.frictionAir = 0.005;
// me.memory = Infinity;
// Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
// me.onDeath = function() {
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// };
// me.damageReduction = 0.23 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
// me.do = function() {
// //keep it slow, to stop issues from explosion knock backs
// if (!(simulation.cycle % this.seePlayerFreq)) {
// if (this.distanceToPlayer2() < this.seeAtDistance2) { //&& !m.isCloak ignore cloak for black holes
// this.locatePlayer();
// if (!this.seePlayer.yes) this.seePlayer.yes = true;
// } else if (this.seePlayer.recall) {
// this.lostPlayer();
// }
// }
// this.checkStatus();
// if (this.seePlayer.recall) {
// //accelerate towards the player
// const forceMag = this.accelMag * this.mass;
// const dx = this.seePlayer.position.x - this.position.x
// const dy = this.seePlayer.position.y - this.position.y
// const mag = Math.sqrt(dx * dx + dy * dy)
// this.force.x += forceMag * dx / mag;
// this.force.y += forceMag * dy / mag;
// //eventHorizon waves in and out
// const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008))
// // zoom camera in and out with the event horizon
// //draw darkness
// if (!simulation.isTimeSkipping) {
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(0,0,0,0.05)";
// ctx.fill();
// //when player is inside event horizon
// if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
// // if (!(simulation.cycle % 10)) simulation.timePlayerSkip(5)
// // if (!(simulation.cycle % 2)) simulation.timePlayerSkip(1)
// simulation.timePlayerSkip(2)
// // if (m.immuneCycle < m.cycle) {
// // if (m.energy > 0) m.energy -= 0.004
// // if (m.energy < 0.1) m.damage(0.00017 * simulation.dmgScale);
// // }
// }
// }
// }
// }
// },
suckerBoss(x, y, radius = 25) {
mobs.spawn(x, y, 12, radius, "#000");
let me = mob[mob.length - 1];
@@ -1808,7 +1870,6 @@ const spawn = {
y: this.velocity.y + velocity.y
});
}
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const dx = this.seePlayer.position.x - this.position.x
@@ -1816,11 +1877,8 @@ const spawn = {
const mag = Math.sqrt(dx * dx + dy * dy)
this.force.x += forceMag * dx / mag;
this.force.y += forceMag * dy / mag;
//eventHorizon waves in and out
const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008))
// zoom camera in and out with the event horizon
const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008)) // zoom camera in and out with the event horizon
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
@@ -2229,88 +2287,88 @@ const spawn = {
}
spawn.allowShields = true;
},
// timeSkipBoss(x, y, radius = 55) {
// mobs.spawn(x, y, 6, radius, '#000');
// let me = mob[mob.length - 1];
// me.isBoss = true;
// // me.stroke = "transparent"; //used for drawSneaker
// me.timeSkipLastCycle = 0
// me.eventHorizon = 1800; //required for black hole
// me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
// me.accelMag = 0.0004 * simulation.accelScale;
// // me.frictionAir = 0.005;
// // me.memory = 1600;
// // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
// Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
timeSkipBoss(x, y, radius = 55) {
mobs.spawn(x, y, 6, radius, '#000');
let me = mob[mob.length - 1];
me.isBoss = true;
// me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0
me.eventHorizon = 1800; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
me.accelMag = 0.0004 * simulation.accelScale;
// me.frictionAir = 0.005;
// me.memory = 1600;
// Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
// me.onDeath = function() {
// //applying forces to player doesn't seem to work inside this method, not sure why
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// };
// me.do = function() {
// //keep it slow, to stop issues from explosion knock backs
// if (this.speed > 8) {
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.99,
// y: this.velocity.y * 0.99
// });
// }
// this.seePlayerCheck();
// this.checkStatus();
// this.attraction()
// if (!simulation.isTimeSkipping) {
// const compress = 1
// if (this.timeSkipLastCycle < simulation.cycle - compress &&
// Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
// this.timeSkipLastCycle = simulation.cycle
// simulation.timeSkip(compress)
me.onDeath = function() {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function() {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 8) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.99,
y: this.velocity.y * 0.99
});
}
this.seePlayerCheck();
this.checkStatus();
this.attraction()
if (!simulation.isTimeSkipping) {
const compress = 1
if (this.timeSkipLastCycle < simulation.cycle - compress &&
Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
this.timeSkipLastCycle = simulation.cycle
simulation.timeSkip(compress)
// this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
// this.stroke = "#014"
// this.isShielded = false;
// this.isDropPowerUp = true;
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
this.stroke = "#014"
this.isShielded = false;
this.isDropPowerUp = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = "#fff";
// ctx.globalCompositeOperation = "destination-in"; //in or atop
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.clip();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "#fff";
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.clip();
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// // ctx.fillStyle = "#000";
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// ctx.fillStyle = "#000";
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// } else {
// this.isShielded = true;
// this.isDropPowerUp = false;
// this.seePlayer.recall = false
// this.fill = "transparent"
// this.stroke = "transparent"
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// }
// }
// }
// },
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
} else {
this.isShielded = true;
this.isDropPowerUp = false;
this.seePlayer.recall = false
this.fill = "transparent"
this.stroke = "transparent"
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
ctx.fill();
}
}
}
},
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];
@@ -3456,33 +3514,6 @@ const spawn = {
}
}
}
//invulnerable every other revolution
// me.isInvulnerable = false
// me.invulnerable = function() {
// //draw trigger angle
// if (this.laserAngle % (4 * Math.PI) > 2 * Math.PI) {
// if (!this.isInvulnerable) {
// this.isInvulnerable = true
// if (this.damageReduction) this.startingDamageReduction = this.damageReduction
// this.damageReduction = 0
// }
// } else if (this.isInvulnerable) {
// this.isInvulnerable = false
// this.damageReduction = this.startingDamageReduction
// }
// if (this.isInvulnerable) {
// 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.do = function() {
this.invulnerable();
this.checkStatus();
@@ -3893,6 +3924,93 @@ const spawn = {
// }
};
},
timeBoss(x, y, radius = 50, isSpawnBossPowerUp = true) {
mobs.spawn(x, y, 0, radius, `hsl(0, 100%, 50%)`) // "rgb(201,202,225)");
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.inertia = Infinity;
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
me.restitution = 1
me.friction = 0
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map | cat.mob
Matter.Body.setVelocity(me, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
me.seePlayer.recall = 1;
spawn.spawnOrbitals(me, radius + 15, 1)
// me.skipRate = 1 + Math.floor(simulation.difficulty*0.02)
// spawn.shield(me, x, y, 1);
me.onDamage = function() {
if (this.health < this.nextHealthThreshold) {
this.health = this.nextHealthThreshold - 0.01
this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
this.invulnerableCount = 360 + simulation.difficulty * 4 //how long does invulnerable time last
this.isInvulnerable = true
this.damageReduction = 0
// requestAnimationFrame(() => { simulation.timePlayerSkip(300) }); //wrapping in animation frame prevents errors, probably
}
};
me.onDeath = function() {
if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
requestAnimationFrame(() => { simulation.timePlayerSkip(30) }); //wrapping in animation frame prevents errors, probably
};
me.cycle = Math.floor(360 * Math.random())
me.nextHealthThreshold = 0.75
me.invulnerableCount = 0
// console.log(me.mass) //100
me.do = function() {
this.cycle++
this.fill = `hsl(${this.cycle*0.5}, 100%, 80%)`;
// this.fill = `hsl(${270 + 50*Math.sin(this.cycle*0.02)}, 100%, 60%)`;
this.seePlayer.recall = 1
//maintain speed //faster in the vertical to help avoid repeating patterns
if (this.speed < 0.01) {
const unit = Vector.sub(player.position, this.position)
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(unit), 0.1));
} else {
if (Math.abs(this.velocity.y) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.02 });
if (Math.abs(this.velocity.x) < 6.5) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.02, y: this.velocity.y });
}
if (this.isInvulnerable) {
this.invulnerableCount--
if (this.invulnerableCount < 0) {
this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction
}
//time dilation
if (!simulation.isTimeSkipping) {
requestAnimationFrame(() => { simulation.timePlayerSkip(1) }); //wrapping in animation frame prevents errors, probably
// if (!(simulation.cycle % 10))
//draw invulnerable
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 = 15 + 6 * Math.random();
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
ctx.stroke();
}
}
this.checkStatus();
//horizontal attraction
// const xMag = 0.0005
// if (player.position.x > this.position.x + 200) {
// this.force.x += xMag * this.mass;
// } else if (player.position.x < this.position.x - 200) {
// this.force.x -= xMag * this.mass;
// }
};
},
bounceBullet(x, y, velocity = { x: 0, y: 0 }, radius = 11, sides = 6) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
@@ -5668,7 +5786,7 @@ const spawn = {
x: Math.cos(time),
y: Math.sin(time)
}
Matter.Body.setPosition(this, Vector.add(who.position, Vector.mult(orbit, radius))) //bullets move with player
Matter.Body.setPosition(this, Vector.add(Vector.add(who.position, who.velocity), Vector.mult(orbit, radius))) //bullets move with player
//damage player
if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
@@ -5685,26 +5803,24 @@ const spawn = {
}
};
},
orbitalBoss(x, y, radius = 88) {
orbitalBoss(x, y, radius = 70) {
const nodeBalance = Math.random()
const nodes = Math.min(15, Math.floor(2 + 4 * nodeBalance + 0.75 * Math.sqrt(simulation.difficulty)))
mobs.spawn(x, y, nodes, radius, "rgb(255,0,150)");
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.0017 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 2000000;
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.frictionAir = 0.04;
me.accelMag = 0.0003 * simulation.accelScale
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
me.accelMag = 0.0007 * simulation.accelScale
spawn.shield(me, x, y, 1);
const rangeInnerVsOuter = Math.random()
let speed = (0.009 + 0.0011 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
let range = radius + 400 + 200 * rangeInnerVsOuter + nodes * 7
let range = radius + 300 + 200 * rangeInnerVsOuter + nodes * 7
for (let i = 0; i < nodes; i++) spawn.orbital(me, range, i / nodes * 2 * Math.PI, speed)
const orbitalIndexes = [] //find indexes for all the current nodes
for (let i = 0; i < nodes; i++) orbitalIndexes.push(mob.length - 1 - i)
@@ -5718,10 +5834,9 @@ const spawn = {
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.18 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerCheckByDistance();
this.seePlayerByHistory();
this.checkStatus();
this.attraction();
};