new level building
This commit is contained in:
69
js/level.js
69
js/level.js
@@ -16,7 +16,7 @@ const level = {
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// this.intro(); //starting level
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// this.intro(); //starting level
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// this.testingMap();
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// this.testingMap();
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// this.bosses();
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// this.bosses();
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this.excavation();
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this.corridors();
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// this.rooftops();
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// this.rooftops();
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// this.warehouse();
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// this.warehouse();
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// this.highrise();
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// this.highrise();
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@@ -567,26 +567,35 @@ const level = {
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//spawn.randomBoss(4850, -1250,0.7);
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//spawn.randomBoss(4850, -1250,0.7);
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if (game.levelsCleared > 4) spawn.bomber(2500, -2400, 100);
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if (game.levelsCleared > 4) spawn.bomber(2500, -2400, 100);
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},
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},
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excavation() {
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corridors() {
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game.zoomTransition(2200) //1400 is normal
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// game.zoomTransition(1500) //1400 is normal
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mech.setPosToSpawn(-50, -50); //normal spawn
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game.setZoom(3000);
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// mech.setPosToSpawn(-50, -1050); //normal spawn
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mech.setPosToSpawn(2250, -900); //normal spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = 1500;
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level.exit.x = 1500;
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level.exit.y = -1875;
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level.exit.y = -4875;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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// powerUps.spawnStartingPowerUps(1475, -1175);
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powerUps.spawnStartingPowerUps(1075, -550);
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// spawn.debris(0, -2200, 4500, 20); //20 debris per level
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// spawn.debris(0, -2200, 4500, 20); //20 debris per level
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document.body.style.backgroundColor = "#dcdcde";
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document.body.style.backgroundColor = "#dcdcde";
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// //foreground
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// //foreground
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// level.fill.push({
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level.fill.push({
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// x: 2500,
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x: -100,
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// y: -1100,
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y: -1000,
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// width: 450,
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width: 1450,
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// height: 250,
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height: 1400,
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// color: "rgba(0,0,0,0.1)"
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color: "rgba(0,0,0,0.1)"
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// });
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});
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level.fill.push({
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x: 2000,
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y: -1110,
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width: 450,
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height: 1550,
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color: "rgba(0,0,0,0.1)"
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});
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// //background
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// //background
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// level.fillBG.push({
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// level.fillBG.push({
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@@ -598,15 +607,35 @@ const level = {
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// });
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// });
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// starting room
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// starting room
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spawn.mapRect(-200, 0, 500, 1500);
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spawn.mapRect(-300, -1000, 600, 50);
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spawn.mapRect(-200, -300, 500, 50);
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spawn.mapRect(-100, -975, 100, 975);
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spawn.mapRect(-200, -300, 50, 350);
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spawn.mapRect(-300, -1300, 450, 50);
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spawn.bodyRect(100, -250, 200, 240);
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spawn.mapRect(-300, -1300, 50, 350);
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spawn.bodyRect(100, -1250, 200, 240);
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//top of building
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//top of building
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spawn.mapRect(600, 0, 800, 100);
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spawn.mapRect(600, -1000, 750, 50);
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spawn.mapRect(200, 1100, 800, 400);
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spawn.mapRect(900, -500, 550, 50);
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spawn.mapRect(1250, 1100, 800, 400);
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spawn.mapRect(1250, -975, 100, 375);
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spawn.bodyRect(1250, -600, 100, 100);
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spawn.mapRect(1250, -450, 100, 450);
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spawn.bodyRect(1250, -1225, 100, 200);
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spawn.bodyRect(1200, -1025, 350, 25);
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spawn.bodyRect(1750, -800, 700, 50);
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// spawn.mapRect(2000, -3600, 450, 2500);
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spawn.mapVertex(2225, -2150, "0 0 450 0 300 -2500 150 -2500")
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spawn.mapRect(2000, -750, 450, 300);
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spawn.bodyRect(2175, -450, 100, 300);
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spawn.mapRect(2000, -150, 450, 350);
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spawn.bodyRect(2450, 150, 150, 150);
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// spawn.laserZone(2150, -2800, 5, 1800, 0.1)
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//pit
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spawn.mapRect(-500, 100, 1950, 400);
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spawn.boost(-425, 100, 1400);
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spawn.mapRect(1550, 300, 1400, 200);
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},
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},
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skyscrapers() {
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skyscrapers() {
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game.zoomTransition(2000) //1400 is normal
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game.zoomTransition(2000) //1400 is normal
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32
js/spawn.js
32
js/spawn.js
@@ -1516,34 +1516,20 @@ const spawn = {
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}
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}
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}
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}
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},
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},
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bodyRect(
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bodyRect(x, y, width, height, chance = 1, properties = {
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x,
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y,
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width,
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height,
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chance = 1,
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properties = {
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friction: 0.05,
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friction: 0.05,
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frictionAir: 0.01
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frictionAir: 0.01
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}
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}) {
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) {
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if (Math.random() < chance) body[body.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
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if (Math.random() < chance) {
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body[body.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
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}
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},
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},
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bodyVertex(x, y, vector, properties) {
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bodyVertex(x, y, vector, properties) { //adds shape to body array
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//addes shape to body array
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body[body.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
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body[body.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
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},
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},
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mapRect(x, y, width, height, properties) {
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mapRect(x, y, width, height, properties) { //adds rectangle to map array
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//addes reactangles to map array
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map[map.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
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var len = map.length;
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map[len] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
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},
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},
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mapVertex(x, y, vector, properties) {
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mapVertex(x, y, vector, properties) { //adds shape to map array
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//addes shape to map array
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map[map.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
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var len = map.length;
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map[len] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
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},
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},
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//complex map templates
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//complex map templates
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spawnBuilding(x, y, w, h, leftDoor, rightDoor, walledSide) {
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spawnBuilding(x, y, w, h, leftDoor, rightDoor, walledSide) {
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@@ -1578,7 +1564,7 @@ const spawn = {
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}
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}
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}
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}
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},
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},
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//premade property options*************************************************************************************
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//pre-made property options*************************************************************************************
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//*************************************************************************************************************
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//*************************************************************************************************************
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//Object.assign({}, propsHeavy, propsBouncy, propsNoRotation) //will combine properties into a new object
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//Object.assign({}, propsHeavy, propsBouncy, propsNoRotation) //will combine properties into a new object
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propsFriction: {
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propsFriction: {
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