font spacing, gun discriptions, game balance
This commit is contained in:
@@ -259,7 +259,7 @@
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<path d="M 430.5 442 v50 h38" />
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<path d="M 612.5 442 v50 h-38" />
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</g>
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<g class="fade-in" stroke="none" fill="#ccc" font-size="16px" font-family="Arial">
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<g class="fade-in" stroke="none" fill="#ccc" font-size="16px">
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<text x="257" y="438">guns</text>
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<text x="255" y="638">move</text>
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<text x="420" y="438">fire</text>
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136
js/bullets.js
136
js/bullets.js
@@ -30,22 +30,41 @@ const b = {
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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fireAttributes(dir) {
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return {
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// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
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angle: dir,
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friction: 0.5,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x010011 //mask: 0x000101, //for self collision
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},
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minDmgSpeed: 10,
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onDmg() {}, //this.endCycle = 0 //triggers despawn
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onEnd() {}
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};
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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return {
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// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
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angle: dir,
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friction: 0.5,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x010011 //mask: 0x000101, //for self collision
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},
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minDmgSpeed: 10,
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onDmg() {}, //this.endCycle = 0 //triggers despawn
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onEnd() {}
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};
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} else {
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return {
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// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
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inertia: Infinity, //prevents rotation
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angle: dir,
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friction: 0.5,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x010011 //mask: 0x000101, //for self collision
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},
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minDmgSpeed: 10,
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onDmg() {}, //this.endCycle = 0 //triggers despawn
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onEnd() {}
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};
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}
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},
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muzzleFlash(radius = 10) {
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ctx.fillStyle = "#fb0";
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@@ -148,22 +167,23 @@ const b = {
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}
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}
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//bullet knock backs
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for (let i = 0, len = bullet.length; i < len; ++i) {
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if (me !== i) {
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sub = Matter.Vector.sub(bullet[me].position, bullet[i].position);
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dist = Matter.Vector.magnitude(sub);
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if (dist < bullet[me].explodeRad) {
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * bullet[i].mass) / 10);
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bullet[i].force.x += knock.x;
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bullet[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * bullet[i].mass) / 20);
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bullet[i].force.x += knock.x;
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bullet[i].force.y += knock.y;
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}
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}
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}
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// bullet knock backs (not working: no effect for drones, crash for superballs)
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// for (let i = 0, len = bullet.length; i < len; ++i) {
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// if (me !== i) {
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// sub = Matter.Vector.sub(bullet[me].position, bullet[i].position);
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// dist = Matter.Vector.magnitude(sub);
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// if (dist < bullet[me].explodeRad) {
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// knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * bullet[i].mass) / 10);
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// bullet[i].force.x += knock.x;
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// bullet[i].force.y += knock.y;
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// console.log(sub, dist, knock)
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// } else if (dist < alertRange) {
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// knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * bullet[i].mass) / 20);
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// bullet[i].force.x += knock.x;
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// bullet[i].force.y += knock.y;
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// }
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// }
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// }
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//destroy all bullets in range
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// for (let i = 0, len = bullet.length; i < len; ++i) {
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@@ -219,16 +239,9 @@ const b = {
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// Matter.Vector.magnitudeSquared(Matter.Vector.sub(bullet[me].position, mob[i].position))
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},
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guns: [
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// {
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// name: "field emitter",
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// ammo: Infinity,
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// ammoPack: Infinity,
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// have: true,
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// fire() {}
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// },
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{
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guns: [{
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name: "laser",
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description: "fire a beam of coherent light<br>reflects off walls at 75% intensity<br>uses energy instead of ammunition",
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ammo: 0,
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// ammoPack: 350,
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ammoPack: Infinity,
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@@ -388,6 +401,7 @@ const b = {
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},
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{
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name: "one shot",
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description: "fire a huge bullet with high recoil<br>effective at long distances",
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ammo: 0,
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ammoPack: 5,
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have: false,
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@@ -411,8 +425,9 @@ const b = {
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},
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{
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name: "rapid fire",
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description: "fire a stream of bullets",
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ammo: 0,
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ammoPack: 105,
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ammoPack: 100,
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have: false,
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fire() {
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const me = bullet.length;
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@@ -430,8 +445,9 @@ const b = {
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},
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{
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name: "wave beam",
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description: "fire a stream of oscillating particles<br>propagates through solids<br>effective at close range",
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ammo: 0,
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ammoPack: 110,
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ammoPack: 100,
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have: false,
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fire() {
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const me = bullet.length;
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@@ -484,6 +500,7 @@ const b = {
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},
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{
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name: "super balls",
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description: "fire 3 very bouncy balls",
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ammo: 0,
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ammoPack: 10,
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have: false,
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@@ -494,7 +511,7 @@ const b = {
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let dir = mech.angle - SPREAD;
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for (let i = 0; i < 3; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7, b.fireAttributes(dir));
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7, b.fireAttributes(dir, false));
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b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 34 : 26, dir, me); //cd , speed
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Matter.Body.setDensity(bullet[me], 0.0001);
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bullet[me].endCycle = game.cycle + 360;
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@@ -511,6 +528,7 @@ const b = {
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},
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{
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name: "spray",
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description: "fire a burst of bullets with high recoil<br>more effective at close range",
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ammo: 0,
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ammoPack: 8,
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have: false,
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@@ -537,6 +555,7 @@ const b = {
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},
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{
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name: "needles",
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description: "fire a narrow projectile<br>effective at long distances",
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ammo: 0,
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ammoPack: 17,
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have: false,
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@@ -560,6 +579,7 @@ const b = {
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},
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{
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name: "missiles",
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description: "fire a missile that accelerates towards nearby targets<br>explodes when near target",
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ammo: 0,
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ammoPack: 8,
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have: false,
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@@ -653,6 +673,7 @@ const b = {
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},
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{
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name: "flak",
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description: "fire a cluster of high speed explosive projectiles<br>explode on contact or after half a second",
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ammo: 0,
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ammoPack: 18,
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have: false,
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@@ -691,13 +712,14 @@ const b = {
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},
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{
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name: "M80",
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description: "rapidly fire small bouncy bombs<br>explodes on contact or after 2 seconds",
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ammo: 0,
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ammoPack: 45,
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have: false,
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fire() {
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const me = bullet.length;
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const dir = mech.angle; // + Math.random() * 0.05;
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, b.fireAttributes(dir));
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, b.fireAttributes(dir, false));
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b.fireProps(mech.crouch ? 15 : 8, mech.crouch ? 32 : 24, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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Matter.Body.setDensity(bullet[me], 0.000001);
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@@ -719,13 +741,14 @@ const b = {
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},
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{
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name: "grenades",
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description: "fire a huge sticky bomb<br>explodes on contact or after 2 seconds",
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ammo: 0,
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ammoPack: 5,
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have: false,
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fire() {
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const me = bullet.length;
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const dir = mech.angle;
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 22, b.fireAttributes(dir));
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 22, b.fireAttributes(dir, false));
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bullet[me].radius = 22; //used from drawing timer
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b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 38 : 30, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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@@ -734,6 +757,7 @@ const b = {
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// bullet[me].restitution = 0.3;
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// bullet[me].frictionAir = 0.01;
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// bullet[me].friction = 0.15;
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bullet[me].inertia = Infinity; //prevents rotation
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bullet[me].restitution = 0;
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bullet[me].friction = 1;
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@@ -770,13 +794,14 @@ const b = {
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},
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{
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name: "spores",
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description: "release an orb discharges spores after 2 seconds<br>spores seek out targets<br>spores can pass through blocks",
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ammo: 0,
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ammoPack: 6,
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have: false,
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fire() {
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const me = bullet.length;
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const dir = mech.angle;
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir));
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
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b.fireProps(mech.crouch ? 75 : 55, mech.crouch ? 25 : 14, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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Matter.Body.setDensity(bullet[me], 0.000001);
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@@ -807,7 +832,8 @@ const b = {
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const bIndex = bullet.length;
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const RADIUS = 4 + 2 * Math.random();
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bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, RADIUS, {
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// density: 0.0015, //frictionAir: 0.01,
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// density: 0.0015, //frictionAir: 0.01,
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inertia: Infinity,
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restitution: 0.9,
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angle: dir,
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friction: 0,
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@@ -826,7 +852,7 @@ const b = {
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onEnd() {},
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lookFrequency: 67 + Math.floor(47 * Math.random()),
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do() {
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this.force.y += this.mass * 0.00025; // high gravity because of the high friction
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this.force.y += this.mass * 0.00025; //gravity
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//find mob targets
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if (!(game.cycle % this.lookFrequency)) {
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@@ -834,12 +860,8 @@ const b = {
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (
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// mob[i].alive &&
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// mob[i].dropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
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) {
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if (Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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// Matter.Query.ray(body, this.position, mob[i].position).length === 0
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const targetVector = Matter.Vector.sub(this.position, mob[i].position)
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const dist = Matter.Vector.magnitude(targetVector);
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if (dist < closeDist) {
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@@ -852,8 +874,8 @@ const b = {
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}
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}
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//accelerate towards mobs
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const THRUST = this.mass * 0.0008
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if (this.lockedOn) {
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const THRUST = this.mass * 0.001
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this.force.x -= THRUST * this.lockedOn.x
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this.force.y -= THRUST * this.lockedOn.y
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}
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@@ -873,6 +895,7 @@ const b = {
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},
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{
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name: "drones",
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description: "release drones that seek out targets<br>waits at crosshairs if no targets are available",
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ammo: 0,
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ammoPack: 23,
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have: false,
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@@ -883,6 +906,7 @@ const b = {
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const RADIUS = 4 + 4 * Math.random()
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
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angle: dir,
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inertia: Infinity,
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friction: 0,
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frictionAir: 0.0005,
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restitution: 1,
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46
js/game.js
46
js/game.js
@@ -218,6 +218,9 @@ const game = {
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levelsCleared: 0,
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g: 0.001,
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dmgScale: 1,
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accelScale: 1,
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CDScale: 1,
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lookFreqScale: 1,
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onTitlePage: true,
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paused: false,
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testing: false, //testing mode: shows wireframe and some variables
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@@ -345,6 +348,21 @@ 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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keyPress() {
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//runs on key press event
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// if (keys[49]) {
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||||
@@ -447,8 +465,18 @@ const game = {
|
||||
}
|
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} else if (this.testing) {
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||||
//only in testing mode
|
||||
if (keys[70]) {
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// f for power ups
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if (keys[70]) { //cycle fields with F
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if (mech.fieldMode === mech.fieldUpgrades.length - 1) {
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mech.fieldUpgrades[0]()
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} else {
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mech.fieldUpgrades[mech.fieldMode + 1]()
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||||
}
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}
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if (keys[71]) { // give all guns with G
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b.giveGuns("all", 1000)
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}
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if (keys[72]) { // power ups with H
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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@@ -456,13 +484,9 @@ const game = {
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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||||
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// for (let i = 0; i < 16; ++i) {
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// powerUps.spawnRandomPowerUp(game.mouseInGame.x, game.mouseInGame.y, 0, 0);
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// }
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||||
}
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if (keys[82]) {
|
||||
// r to teleport to mouse
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||||
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if (keys[82]) { // teleport to mouse with R
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||||
Matter.Body.setPosition(player, this.mouseInGame);
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||||
Matter.Body.setVelocity(player, {
|
||||
x: 0,
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||||
@@ -745,7 +769,11 @@ const game = {
|
||||
line += 20;
|
||||
ctx.fillText("R: teleport to mouse", x, line);
|
||||
line += 20;
|
||||
ctx.fillText("F: spawn power ups", x, line);
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||||
ctx.fillText("F: cycle field", x, line);
|
||||
line += 20;
|
||||
ctx.fillText("G: give all guns", x, line);
|
||||
line += 20;
|
||||
ctx.fillText("H: spawn power ups", x, line);
|
||||
line += 30;
|
||||
|
||||
ctx.fillText("cycle: " + game.cycle, x, line);
|
||||
|
||||
25
js/level.js
25
js/level.js
@@ -23,8 +23,8 @@ const level = {
|
||||
// this.towers();
|
||||
|
||||
// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
|
||||
// b.giveGuns(0) // set a starting gun for testing
|
||||
mech.fieldUpgrades[6]() //give a field power up for testing
|
||||
// b.giveGuns(11) // set a starting gun for testing
|
||||
// mech.fieldUpgrades[6]() //give a field power up for testing
|
||||
} else {
|
||||
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
|
||||
this[this.levels[this.onLevel]](); //picks the current map from the the levels array
|
||||
@@ -34,6 +34,13 @@ const level = {
|
||||
this.addToWorld(); //add bodies to game engine
|
||||
game.draw.setPaths();
|
||||
},
|
||||
difficultyIncrease() {
|
||||
game.dmgScale += 0.35; //damage done by mobs increases each level
|
||||
b.dmgScale *= 0.92; //damage done by player decreases each level
|
||||
game.accelScale *= 1.05 //mob acceleration increases each level
|
||||
game.lookFreqScale *= 0.95 //mob cycles between looks decreases each level
|
||||
game.CDScale *= 0.95 //mob CD time decreases each level
|
||||
},
|
||||
//******************************************************************************************************************
|
||||
//******************************************************************************************************************
|
||||
testingMap() {
|
||||
@@ -42,8 +49,7 @@ const level = {
|
||||
spawn.setSpawnList();
|
||||
game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
|
||||
for (let i = 0; i < game.levelsCleared; i++) {
|
||||
game.dmgScale += 0.4; //damage done by mobs increases each level
|
||||
b.dmgScale *= 0.9; //damage done by player decreases each level
|
||||
level.difficultyIncrease()
|
||||
}
|
||||
mech.setPosToSpawn(-75, -60); //normal spawn
|
||||
level.enter.x = mech.spawnPos.x - 50;
|
||||
@@ -1298,12 +1304,8 @@ const level = {
|
||||
nextLevel() {
|
||||
//enter when player isn't falling
|
||||
if (player.velocity.y < 0.1) {
|
||||
//increases difficulty
|
||||
game.levelsCleared++;
|
||||
if (game.levelsCleared > 1) {
|
||||
game.dmgScale += 0.25; //damage done by mobs increases each level
|
||||
b.dmgScale *= 0.93; //damage done by player decreases each level
|
||||
}
|
||||
if (game.levelsCleared > 1) level.difficultyIncrease()
|
||||
//cycles map to next level
|
||||
level.onLevel++;
|
||||
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
|
||||
@@ -1401,9 +1403,8 @@ const level = {
|
||||
}
|
||||
},
|
||||
levelAnnounce() {
|
||||
let text = (game.levelsCleared) + " " + level.levels[level.onLevel];
|
||||
document.title = "n-gon: L" + text;
|
||||
game.makeTextLog("level " + text, 300);
|
||||
document.title = "n-gon: L" + (game.levelsCleared) + " " + level.levels[level.onLevel];
|
||||
game.makeTextLog(`<div style='font-size: 25px;'>level ${game.levelsCleared} </div> <div style='font-size: 32px;'>${level.levels[level.onLevel]} </div>`, 300);
|
||||
// if (game.levelsCleared === 0) text = "";
|
||||
// text = "Level " + (game.levelsCleared + 1) + ": " + spawn.pickList[0] + "s + " + spawn.pickList[1] + "s";
|
||||
|
||||
|
||||
@@ -96,7 +96,7 @@ const mobs = {
|
||||
gravity() {
|
||||
this.force.y += this.mass * this.g;
|
||||
},
|
||||
seePlayerFreq: 20 + Math.round(Math.random() * 20), //how often NPC checks to see where player is, lower numbers have better vision
|
||||
seePlayerFreq: Math.round((30 + 30 * Math.random()) * game.lookFreqScale), //how often NPC checks to see where player is, lower numbers have better vision
|
||||
foundPlayer() {
|
||||
this.locatePlayer();
|
||||
if (!this.seePlayer.yes) {
|
||||
|
||||
13
js/player.js
13
js/player.js
@@ -670,6 +670,7 @@ const mech = {
|
||||
ctx.moveTo(mech.pos.x + eye * Math.cos(this.angle), mech.pos.y + eye * Math.sin(this.angle));
|
||||
ctx.lineTo(this.pos.x + range * Math.cos(offAngle), this.pos.y + range * Math.sin(offAngle));
|
||||
ctx.strokeStyle = "rgba(120,170,255,0.4)";
|
||||
ctx.lineWidth = 1;
|
||||
ctx.stroke();
|
||||
},
|
||||
grabPowerUp() {
|
||||
@@ -825,7 +826,7 @@ const mech = {
|
||||
fieldUpgrades: [
|
||||
() => {
|
||||
mech.fieldMode = 0;
|
||||
game.makeTextLog("<strong style='font-size:30px;'>Field Emitter</strong><br> (right click or space bar)<p>lets you pick up and throw objects<br>shields you from damage</p>", Infinity);
|
||||
game.makeTextLog("<strong style='font-size:30px;'>Field Emitter</strong><br> (right click or space bar)<p>lets you pick up and throw objects<br>shields you from damage</p>", 1200);
|
||||
mech.setHoldDefaults();
|
||||
mech.hold = function () {
|
||||
if (mech.isHolding) {
|
||||
@@ -867,7 +868,7 @@ const mech = {
|
||||
mech.grabPowerUp();
|
||||
// mech.pushMobs();
|
||||
mech.pushMobs360(180);
|
||||
mech.lookForPickUp(130);
|
||||
mech.lookForPickUp(160);
|
||||
|
||||
//draw slow field
|
||||
ctx.beginPath();
|
||||
@@ -973,9 +974,9 @@ const mech = {
|
||||
const DRAIN = 0.001 //mech.fieldRegen = 0.0015
|
||||
if (mech.fieldMeter > DRAIN) {
|
||||
mech.fieldMeter -= DRAIN;
|
||||
mech.pushMobs360(200);
|
||||
mech.pushMobs360(170);
|
||||
mech.grabPowerUp();
|
||||
mech.lookForPickUp();
|
||||
mech.lookForPickUp(170);
|
||||
//look for nearby objects to make zero-g
|
||||
function zeroG(who) {
|
||||
for (let i = 0, len = who.length; i < len; ++i) {
|
||||
@@ -1135,7 +1136,7 @@ const mech = {
|
||||
ctx.beginPath();
|
||||
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
|
||||
ctx.globalCompositeOperation = "destination-in"; //in or atop
|
||||
ctx.fillStyle = "rgba(255,255,255,0.2)";
|
||||
ctx.fillStyle = "rgba(255,255,255,0.25)";
|
||||
ctx.fill();
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
ctx.strokeStyle = "#000"
|
||||
@@ -1145,7 +1146,7 @@ const mech = {
|
||||
|
||||
// mech.pushMobs360(150);
|
||||
mech.grabPowerUp();
|
||||
mech.lookForPickUp();
|
||||
mech.lookForPickUp(110);
|
||||
} else {
|
||||
mech.fieldCDcycle = game.cycle + 120;
|
||||
}
|
||||
|
||||
@@ -8,9 +8,10 @@ const powerUps = {
|
||||
return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
|
||||
},
|
||||
effect() {
|
||||
let heal = this.size / 40;
|
||||
mech.addHealth(heal * heal);
|
||||
//game.makeTextLog('heal for '+(heal*100).toFixed(0)+'%',80)
|
||||
let heal = (this.size / 40) ** 2
|
||||
heal = Math.min(1 - mech.health, heal)
|
||||
mech.addHealth(heal);
|
||||
if (!game.lastLogTime && heal > 0) game.makeTextLog('heal for ' + (heal * 100).toFixed(0) + '%', 180)
|
||||
}
|
||||
},
|
||||
field: {
|
||||
@@ -37,20 +38,6 @@ const powerUps = {
|
||||
mech.fieldCDcycle = game.cycle + 60; //trigger fieldCD to stop power up grab automatic pick up of spawn
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "field", false, previousMode);
|
||||
}
|
||||
|
||||
|
||||
// mech.fieldUpgrades[3]();
|
||||
|
||||
//pause game so player can read above the new field
|
||||
// game.fpsCap = 0 //40 - Math.min(25, 100 * dmg)
|
||||
// game.fpsInterval = 1000 / game.fpsCap;
|
||||
|
||||
// function unpause() {
|
||||
// game.fpsCap = 72
|
||||
// game.fpsInterval = 1000 / game.fpsCap;
|
||||
// document.body.removeEventListener("keydown", unpause);
|
||||
// }
|
||||
// document.body.addEventListener("keydown", unpause);
|
||||
}
|
||||
},
|
||||
ammo: {
|
||||
@@ -80,13 +67,13 @@ const powerUps = {
|
||||
}
|
||||
if (target.ammo === Infinity) {
|
||||
mech.fieldMeter = 1;
|
||||
game.makeTextLog("+energy", 180);
|
||||
if (!game.lastLogTime) game.makeTextLog("+energy", 180);
|
||||
} else {
|
||||
//ammo given scales as mobs take more hits to kill
|
||||
const ammo = Math.ceil((target.ammoPack * (0.70 + 0.2 * Math.random())) / b.dmgScale);
|
||||
const ammo = Math.ceil((target.ammoPack * (0.55 + 0.1 * Math.random())) / b.dmgScale);
|
||||
target.ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
|
||||
if (!game.lastLogTime) game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
|
||||
}
|
||||
}
|
||||
},
|
||||
@@ -114,18 +101,10 @@ const powerUps = {
|
||||
Infinity
|
||||
);
|
||||
}
|
||||
if (b.inventory.length === 1) {
|
||||
game.makeTextLog(
|
||||
// "<div style='font-size:120%;' >new gun: " + b.guns[newGun].name + "</div><span class = 'box'>E</span> / <span class = 'box'>Q</span>",
|
||||
"<div style='font-size:170%;'>" + b.guns[newGun].name + "</div> (left click) <br> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>",
|
||||
500
|
||||
);
|
||||
if (b.inventory.length === 1) { //on the second gun pick up tell player how to change guns
|
||||
game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br>(left click)<br>(<strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons)<p>${b.guns[newGun].description}</p>`, 1000);
|
||||
} else {
|
||||
game.makeTextLog(
|
||||
// "<div style='font-size:120%;' >new gun: " + b.guns[newGun].name + "</div><span class = 'box'>E</span> / <span class = 'box'>Q</span>",
|
||||
"<div style='font-size:170%;'>" + b.guns[newGun].name + "</div> (left click)",
|
||||
400
|
||||
);
|
||||
game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br> (left click)<p>${b.guns[newGun].description}</p>`, 1000);
|
||||
}
|
||||
b.guns[newGun].have = true;
|
||||
b.inventory.push(newGun);
|
||||
@@ -150,7 +129,7 @@ const powerUps = {
|
||||
if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.006 * (6 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
||||
if (Math.random() < 0.005 * (6 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
||||
powerUps.spawn(x, y, "gun");
|
||||
return;
|
||||
}
|
||||
|
||||
86
js/spawn.js
86
js/spawn.js
@@ -27,19 +27,16 @@ const spawn = {
|
||||
spawn.pickList.push(spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]);
|
||||
},
|
||||
randomMob(x, y, chance = 1) {
|
||||
if (Math.random() < chance + 0.1 * (game.levelsCleared - 1) && mob.length < 4 + game.levelsCleared * 2) {
|
||||
if (Math.random() < chance + 0.09 * (game.levelsCleared - 1) && mob.length < 4 + game.levelsCleared * 1.7) {
|
||||
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
|
||||
this[pick](x, y);
|
||||
}
|
||||
},
|
||||
randomSmallMob(
|
||||
x,
|
||||
y,
|
||||
num = Math.max(Math.min(Math.round(Math.random() * (game.levelsCleared - 1) * 0.5 - 0.4), 4), 0),
|
||||
randomSmallMob(x, y,
|
||||
num = Math.max(Math.min(Math.round(Math.random() * (game.levelsCleared - 1) * 0.45 - 0.4), 4), 0),
|
||||
size = 16 + Math.ceil(Math.random() * 15),
|
||||
chance = 1
|
||||
) {
|
||||
if (Math.random() < chance + (game.levelsCleared - 1) * 0.03 && mob.length < 4 + game.levelsCleared * 2) {
|
||||
chance = 1) {
|
||||
if (Math.random() < chance + (game.levelsCleared - 1) * 0.03 && mob.length < 4 + game.levelsCleared * 1.7) {
|
||||
for (let i = 0; i < num; ++i) {
|
||||
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
|
||||
this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
|
||||
@@ -47,7 +44,7 @@ const spawn = {
|
||||
}
|
||||
},
|
||||
randomBoss(x, y, chance = 1) {
|
||||
if (Math.random() < chance + (game.levelsCleared - 1) * 0.15 && game.levelsCleared !== 1 && mob.length < 4 + game.levelsCleared * 2.1 || chance == Infinity) {
|
||||
if (Math.random() < chance + (game.levelsCleared - 1) * 0.14 && game.levelsCleared !== 1 && mob.length < 4 + game.levelsCleared * 2 || chance == Infinity) {
|
||||
//choose from the possible picklist
|
||||
let pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
|
||||
//is the pick able to be a boss?
|
||||
@@ -93,7 +90,7 @@ const spawn = {
|
||||
mobs.spawn(x, y, 4, radius, "#777");
|
||||
let me = mob[mob.length - 1];
|
||||
me.g = 0.0002; //required if using 'gravity'
|
||||
me.accelMag = 0.0007;
|
||||
me.accelMag = 0.0007 * game.accelScale;
|
||||
me.groupingRangeMax = 250000 + Math.random() * 100000;
|
||||
me.groupingRangeMin = (radius * 8) * (radius * 8);
|
||||
me.groupingStrength = 0.0005
|
||||
@@ -133,7 +130,7 @@ const spawn = {
|
||||
//easy mob for on level 1
|
||||
mobs.spawn(x, y, 8, radius, "#9ccdc6");
|
||||
let me = mob[mob.length - 1];
|
||||
me.accelMag = 0.00055;
|
||||
me.accelMag = 0.00055 * game.accelScale;
|
||||
me.memory = 60;
|
||||
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
|
||||
|
||||
@@ -148,7 +145,7 @@ const spawn = {
|
||||
mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.frictionAir = 0.02;
|
||||
me.accelMag = 0.0004;
|
||||
me.accelMag = 0.0004 * game.accelScale;
|
||||
if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
|
||||
me.lookFrequency = 160 + Math.floor(57 * Math.random())
|
||||
me.lockedOn = null;
|
||||
@@ -236,7 +233,7 @@ const spawn = {
|
||||
// Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower
|
||||
me.friction = 0;
|
||||
me.frictionAir = 0;
|
||||
me.accelMag = 0.001;
|
||||
me.accelMag = 0.001 * game.accelScale;;
|
||||
me.g = me.accelMag * 0.6; //required if using 'gravity'
|
||||
me.memory = 50;
|
||||
if (Math.random() < Math.min((game.levelsCleared - 1) * 0.1, 0.7)) spawn.shield(me, x, y);
|
||||
@@ -251,7 +248,7 @@ const spawn = {
|
||||
mobs.spawn(x, y, 7, radius, "hsl(144, 15%, 50%)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.big = false; //required for grow
|
||||
me.accelMag = 0.00045;
|
||||
me.accelMag = 0.00045 * game.accelScale;
|
||||
me.do = function () {
|
||||
this.healthBar();
|
||||
this.seePlayerByLookingAt();
|
||||
@@ -266,7 +263,7 @@ const spawn = {
|
||||
me.frictionAir = 0.1;
|
||||
me.lookTorque = 0.000005;
|
||||
me.g = 0.0002; //required if using 'gravity'
|
||||
me.seePlayerFreq = Math.ceil(40 + 25 * Math.random());
|
||||
me.seePlayerFreq = Math.round((40 + 25 * Math.random()) * game.lookFreqScale);
|
||||
const springStiffness = 0.002;
|
||||
const springDampening = 0.1;
|
||||
|
||||
@@ -316,7 +313,7 @@ const spawn = {
|
||||
me.trailFill = "#ff00f0";
|
||||
me.g = 0.001; //required if using 'gravity'
|
||||
me.frictionAir = 0.02;
|
||||
me.accelMag = 0.004;
|
||||
me.accelMag = 0.004 * game.accelScale;
|
||||
me.memory = 30;
|
||||
me.zoomMode = 150;
|
||||
me.onHit = function () {
|
||||
@@ -332,7 +329,7 @@ const spawn = {
|
||||
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
|
||||
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.accelMag = 0.04;
|
||||
me.accelMag = 0.04 * game.accelScale;
|
||||
me.g = 0.0015; //required if using 'gravity'
|
||||
me.frictionAir = 0.018;
|
||||
me.restitution = 0;
|
||||
@@ -368,7 +365,7 @@ const spawn = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
me.accelMag = 0.16;
|
||||
me.accelMag = 0.16 * game.accelScale;
|
||||
me.frictionAir = 0.022;
|
||||
me.lookTorque = 0.0000014;
|
||||
me.restitution = 0;
|
||||
@@ -420,7 +417,7 @@ const spawn = {
|
||||
me.stroke = "transparent"; //used for drawSneaker
|
||||
me.eventHorizon = radius * 23; //required for blackhole
|
||||
me.seeAtDistance2 = (me.eventHorizon + 500) * (me.eventHorizon + 500); //vision limit is event horizon
|
||||
me.accelMag = 0.00009;
|
||||
me.accelMag = 0.00009 * game.accelScale;
|
||||
// me.frictionAir = 0.005;
|
||||
me.memory = 600;
|
||||
Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
@@ -485,8 +482,7 @@ const spawn = {
|
||||
let me = mob[mob.length - 1];
|
||||
me.repulsionRange = 73000; //squared
|
||||
me.laserRange = 370;
|
||||
// me.seePlayerFreq = 2 + Math.round(Math.random() * 5);
|
||||
me.accelMag = 0.0005;
|
||||
me.accelMag = 0.0005 * game.accelScale;
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
if (Math.random() < Math.min(0.2 + (game.levelsCleared - 1) * 0.1, 0.7)) spawn.shield(me, x, y);
|
||||
@@ -507,8 +503,7 @@ const spawn = {
|
||||
me.restitution = 0;
|
||||
me.laserPos = me.position; //required for laserTracking
|
||||
me.repulsionRange = 1200000; //squared
|
||||
//me.seePlayerFreq = 2 + Math.round(Math.random() * 5);
|
||||
me.accelMag = 0.0002;
|
||||
me.accelMag = 0.0002 * game.accelScale;
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
me.onDamage = function () {
|
||||
@@ -576,7 +571,7 @@ const spawn = {
|
||||
let me = mob[mob.length - 1];
|
||||
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
|
||||
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
|
||||
me.accelMag = 0.00007;
|
||||
me.accelMag = 0.00007 * game.accelScale;
|
||||
me.onHit = function () {
|
||||
//run this function on hitting player
|
||||
this.explode();
|
||||
@@ -591,7 +586,7 @@ const spawn = {
|
||||
striker(x, y, radius = 15 + Math.ceil(Math.random() * 25)) {
|
||||
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.accelMag = 0.0004;
|
||||
me.accelMag = 0.0004 * game.accelScale;
|
||||
me.g = 0.0002; //required if using 'gravity'
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
@@ -612,7 +607,7 @@ const spawn = {
|
||||
let me;
|
||||
mobs.spawn(x, y, 5, radius, "transparent");
|
||||
me = mob[mob.length - 1];
|
||||
me.accelMag = 0.0007;
|
||||
me.accelMag = 0.0007 * game.accelScale;
|
||||
me.g = 0.0002; //required if using 'gravity'
|
||||
me.stroke = "transparent"; //used for drawSneaker
|
||||
me.alpha = 1; //used in drawSneaker
|
||||
@@ -620,7 +615,6 @@ const spawn = {
|
||||
me.canTouchPlayer = false; //used in drawSneaker
|
||||
me.collisionFilter.mask = 0x010111; //can't touch player
|
||||
// me.memory = 420;
|
||||
// me.seePlayerFreq = 60 + Math.round(Math.random() * 30);
|
||||
me.do = function () {
|
||||
this.seePlayerCheck();
|
||||
this.attraction();
|
||||
@@ -660,7 +654,7 @@ const spawn = {
|
||||
mobs.spawn(x, y, 7, radius, "transparent");
|
||||
me = mob[mob.length - 1];
|
||||
me.seeAtDistance2 = 1000000;
|
||||
me.accelMag = 0.00014;
|
||||
me.accelMag = 0.00014 * game.accelScale;
|
||||
if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
|
||||
Matter.Body.setDensity(me, 0.00065); //normal is 0.001 //makes effective life much lower
|
||||
me.stroke = "transparent"; //used for drawGhost
|
||||
@@ -721,7 +715,7 @@ const spawn = {
|
||||
me.blinkLength = 150 + Math.round(Math.random() * 200); //required for blink
|
||||
me.isStatic = true;
|
||||
me.memory = 360;
|
||||
me.seePlayerFreq = 40 + Math.round(Math.random() * 30);
|
||||
me.seePlayerFreq = Math.round((40 + 30 * Math.random()) * game.lookFreqScale);
|
||||
me.isBig = false;
|
||||
me.scaleMag = Math.max(5 - me.mass, 1.75);
|
||||
me.onDeath = function () {
|
||||
@@ -763,7 +757,7 @@ const spawn = {
|
||||
me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
|
||||
me.hoverElevation = 400 + (Math.random() - 0.5) * 200; //squared
|
||||
me.hoverXOff = (Math.random() - 0.5) * 100;
|
||||
me.accelMag = Math.floor(10 * (Math.random() + 5)) * 0.00001;
|
||||
me.accelMag = Math.floor(10 * (Math.random() + 5)) * 0.00001 * game.accelScale;
|
||||
me.g = 0.0002; //required if using 'gravity' // gravity called in hoverOverPlayer
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
@@ -791,7 +785,7 @@ const spawn = {
|
||||
me.fireFreq = 0.007 + Math.random() * 0.005;
|
||||
me.noseLength = 0;
|
||||
me.fireAngle = 0;
|
||||
me.accelMag = 0.0005;
|
||||
me.accelMag = 0.0005 * game.accelScale;
|
||||
me.frictionAir = 0.05;
|
||||
me.lookTorque = 0.0000025 * (Math.random() > 0.5 ? -1 : 1);
|
||||
me.fireDir = {
|
||||
@@ -814,7 +808,7 @@ const spawn = {
|
||||
me.fireFreq = 0.02;
|
||||
me.noseLength = 0;
|
||||
me.fireAngle = 0;
|
||||
me.accelMag = 0.005;
|
||||
me.accelMag = 0.005 * game.accelScale;
|
||||
me.frictionAir = 0.1;
|
||||
me.lookTorque = 0.000005 * (Math.random() > 0.5 ? -1 : 1);
|
||||
me.fireDir = {
|
||||
@@ -886,10 +880,10 @@ const spawn = {
|
||||
this.explode();
|
||||
};
|
||||
me.g = 0.0001; //required if using 'gravity'
|
||||
me.accelMag = 0.0003;
|
||||
me.accelMag = 0.0003 * game.accelScale;
|
||||
me.memory = 30;
|
||||
me.leaveBody = false;
|
||||
me.seePlayerFreq = 80 + Math.round(Math.random() * 50);
|
||||
me.seePlayerFreq = Math.round((80 + 50 * Math.random()) * game.lookFreqScale);
|
||||
me.frictionAir = 0.002;
|
||||
me.do = function () {
|
||||
this.healthBar();
|
||||
@@ -917,7 +911,7 @@ const spawn = {
|
||||
//snake boss with a laser head
|
||||
mobs.spawn(x, y, 8, radius, "rgb(255,50,130)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.accelMag = 0.0012;
|
||||
me.accelMag = 0.0012 * game.accelScale;
|
||||
me.memory = 200;
|
||||
me.laserRange = 500;
|
||||
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.levelsCleared)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
@@ -961,7 +955,7 @@ const spawn = {
|
||||
mobs.spawn(x, y, 8, radius, "rgb(0,60,80)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.g = 0.0001; //required if using 'gravity'
|
||||
me.accelMag = 0.002;
|
||||
me.accelMag = 0.002 * game.accelScale;
|
||||
me.memory = 20;
|
||||
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.levelsCleared)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
spawn.shield(me, x, y);
|
||||
@@ -1199,8 +1193,8 @@ const spawn = {
|
||||
mobs.spawn(breakingPoint, -100, 0, 7.5, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.collisionFilter.category = 0x010000; //act like a body
|
||||
me.collisionFilter.mask = 0x000001; //only collide with map
|
||||
me.inertia = Infinity;
|
||||
me.g = 0.0004; //required for gravity
|
||||
me.restitution = 0;
|
||||
@@ -1263,8 +1257,8 @@ const spawn = {
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.collisionFilter.category = 0x010000; //act like a body
|
||||
me.collisionFilter.mask = 0x000001; //only collide with map
|
||||
me.g = 0.0003; //required for gravity
|
||||
// me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
@@ -1311,8 +1305,8 @@ const spawn = {
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.collisionFilter.category = 0x010000; //act like a body
|
||||
me.collisionFilter.mask = 0x000001; //only collide with map
|
||||
me.g = 0.0003; //required for gravity
|
||||
// me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
@@ -1359,8 +1353,8 @@ const spawn = {
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.collisionFilter.category = 0x010000; //act like a body
|
||||
me.collisionFilter.mask = 0x000001; //only collide with map
|
||||
me.g = 0.0003; //required for gravity
|
||||
me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
@@ -1406,8 +1400,8 @@ const spawn = {
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.collisionFilter.category = 0x010000; //act like a body
|
||||
me.collisionFilter.mask = 0x000001; //only collide with map
|
||||
me.g = 0.0003; //required for gravity
|
||||
me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
|
||||
Reference in New Issue
Block a user