switch body to have its own collisiosn catagory, also made stealth field pass thorugh bodies and mobs
This commit is contained in:
@@ -40,7 +40,7 @@ const b = {
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x000011 //mask: 0x000101, //for self collision
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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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@@ -236,7 +236,7 @@ const b = {
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fire() {
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// mech.fireCDcycle = game.cycle + 1
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//laser drains energy as well as bullets
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const FIELD_DRAIN = 0.004
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const FIELD_DRAIN = 0.003
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if (mech.fieldMeter < FIELD_DRAIN) {
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mech.fireCDcycle = game.cycle + 100; // cool down if out of energy
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} else {
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@@ -777,7 +777,7 @@ const b = {
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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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b.fireProps(mech.crouch ? 70 : 50, mech.crouch ? 25 : 14, dir, me); //cd , speed
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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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bullet[me].endCycle = game.cycle + 100;
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@@ -816,7 +816,7 @@ const b = {
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x000011 //mask: 0x000101, //for self collision
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mask: 0x000011 //no collide with body
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},
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endCycle: game.cycle + 300 + Math.floor(Math.random() * 240),
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minDmgSpeed: 0,
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@@ -892,7 +892,7 @@ const b = {
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x000111
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mask: 0x010111 //self collide
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},
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minDmgSpeed: 0,
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lockedOn: null,
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@@ -951,7 +951,7 @@ const b = {
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},
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],
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fire() {
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if (game.mouseDown && mech.fireCDcycle < game.cycle && !(keys[32] || game.mouseDownRight) && !mech.isHolding && b.inventory.length) {
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if (game.mouseDown && mech.fireCDcycle < game.cycle && !(keys[32] || game.mouseDownRight) && b.inventory.length) {
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if (b.guns[this.activeGun].ammo > 0) {
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b.guns[this.activeGun].fire();
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b.guns[this.activeGun].ammo--;
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@@ -961,6 +961,9 @@ const b = {
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// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><span class = 'box'>E</span> / <span class = 'box'>Q</span>", 200);
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game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
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}
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if (mech.isHolding) {
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mech.drop();
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}
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}
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},
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gamepadFire() {
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19
js/index.js
19
js/index.js
@@ -76,17 +76,18 @@ add bullet on damage effects
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//collision info:
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// collision info:
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category mask
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powerUp: 0x 100000 0x 100001
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mobBull: 0x 010000 0x 001001
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player: 0x 001000 0x 010011
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bullet: 0x 000100 0x 000011
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mob: 0x 000010 0x 001101
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map: 0x 000001 0x 111111
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body: 0x 000001 0x 011111
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powerUp: 0x100000 0x100001
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body: 0x010000 0x011111
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player: 0x001000 0x010011
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bullet: 0x000100 0x010011
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mob: 0x000010 0x011111
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mobBull: 0x000010 0x011101
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mobshld: 0x000010 0x001100
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map: 0x000001 0x111111
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? hold: 0x 000001 0x 000001
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*/
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23
js/level.js
23
js/level.js
@@ -99,9 +99,9 @@ const level = {
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// spawn.bodyRect(-140, -200, 50, 50);
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// spawn.bodyRect(-95, -50, 40, 50);
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// spawn.bodyRect(-90, -100, 60, 50);
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// spawn.bodyRect(300, -150, 140, 50);
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// spawn.bodyRect(300, -150, 30, 30);
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// spawn.bodyRect(300, -150, 20, 20);
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spawn.bodyRect(300, -150, 140, 50);
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spawn.bodyRect(300, -150, 30, 30);
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spawn.bodyRect(300, -150, 20, 20);
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// spawn.bodyRect(300, -150, 40, 100);
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// spawn.bodyRect(300, -150, 40, 90);
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// spawn.bodyRect(300, -150, 30, 60);
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@@ -115,10 +115,21 @@ const level = {
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// powerUps.spawn(400, -400, "field", false, '4');
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// powerUps.spawn(400, -400, "gun", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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spawn.focuser(800, -1150);
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// spawn.focuser(800, -1150);
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// spawn.groupBoss(-600, -550);
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// for (let i = 0; i < 1; ++i) {
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// spawn.shooter(800, -1150);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -100, 10);
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spawn.shooter(800, -50, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -100, 10);
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spawn.shooter(800, -50, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -150, 10);
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spawn.shooter(800, -100, 10);
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spawn.shooter(800, -50, 10);
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// }
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// spawn.groupBoss(900, -1070);
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// for (let i = 0; i < 20; i++) {
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@@ -1409,7 +1420,7 @@ const level = {
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//needs to be run to put bodies into the world
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for (let i = 0; i < body.length; i++) {
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//body[i].collisionFilter.group = 0;
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body[i].collisionFilter.category = 0x0000001;
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body[i].collisionFilter.category = 0x010000;
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body[i].collisionFilter.mask = 0x011111;
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body[i].classType = "body";
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World.add(engine.world, body[i]); //add to world
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11
js/mobs.js
11
js/mobs.js
@@ -58,7 +58,7 @@ const mobs = {
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collisionFilter: {
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group: 0,
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category: 0x000010,
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mask: 0x001111
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mask: 0x011111
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},
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onHit: undefined,
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alive: true,
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@@ -231,7 +231,8 @@ const mobs = {
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange) {
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//if (Math.random()>0.2 && this.seePlayer.yes && this.distanceToPlayer2()<800000) {
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mech.damage(0.0004 * game.dmgScale);
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mech.damage(0.0003 * game.dmgScale);
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.005
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(mech.pos.x, mech.pos.y);
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@@ -980,14 +981,14 @@ const mobs = {
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body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, this.vertices);
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Matter.Body.setVelocity(body[len], this.velocity);
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Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
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body[len].collisionFilter.category = 0x000001;
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body[len].collisionFilter.category = 0x010000;
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body[len].collisionFilter.mask = 0x011111;
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// body[len].collisionFilter.category = body[len].collisionFilter.category //0x000001;
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// body[len].collisionFilter.mask = body[len].collisionFilter.mask //0x011111;
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//large mobs or too many bodyes go intangible and fall until removed from game to help performance
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//large mobs or too many bodies go intangible and fall until removed from game to help performance
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if (body[len].mass > 10 || 40 + 30 * Math.random() < body.length) {
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body[len].collisionFilter.mask = 0x000100;
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body[len].collisionFilter.mask = 0x000000;
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}
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body[len].classType = "body";
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World.add(engine.world, body[len]); //add to world
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113
js/player.js
113
js/player.js
@@ -543,7 +543,7 @@ const mech = {
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if (this.isHolding) {
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this.isHolding = false;
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this.definePlayerMass()
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this.holdingTarget.collisionFilter.category = 0x000001;
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this.holdingTarget.collisionFilter.category = 0x010000;
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this.holdingTarget.collisionFilter.mask = 0x011111;
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this.holdingTarget = null;
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this.throwCharge = 0;
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@@ -621,13 +621,13 @@ const mech = {
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this.isHolding = false;
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//bullet-like collisions
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this.holdingTarget.collisionFilter.category = 0x000100;
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this.holdingTarget.collisionFilter.mask = 0x111111;
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this.holdingTarget.collisionFilter.mask = 0x110111;
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//check every second to see if player is away from thrown body, and make solid
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const solid = function (that) {
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const dx = that.position.x - player.position.x;
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const dy = that.position.y - player.position.y;
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if (dx * dx + dy * dy > 10000 && that.speed < 3 && that !== mech.holdingTarget) {
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that.collisionFilter.category = 0x000001; //make solid
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that.collisionFilter.category = 0x010000; //make solid
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that.collisionFilter.mask = 0x011111;
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} else {
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setTimeout(solid, 50, that);
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@@ -806,8 +806,8 @@ const mech = {
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//triggers when a hold target exits and field button is released
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this.isHolding = true;
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if (this.holdingTarget) {
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this.holdingTarget.collisionFilter.category = 0x000001;
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this.holdingTarget.collisionFilter.mask = 0x111111;
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this.holdingTarget.collisionFilter.category = 0x010000;
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this.holdingTarget.collisionFilter.mask = 0x011111;
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}
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//combine momentum
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const px = player.velocity.x * player.mass + this.holdingTarget.velocity.x * this.holdingTarget.mass;
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@@ -907,16 +907,11 @@ const mech = {
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game.makeTextLog("<strong style='font-size:30px;'>Kinetic Energy Field</strong><br> (right mouse or space bar)<p> field does damage on contact<br> blocks are thrown at a higher velocity</p>", 1200);
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mech.setHoldDefaults();
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//throw quicker and harder
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mech.throwChargeRate = 3; //0.5
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mech.throwChargeMax = 140; //50
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//passive field does extra damage
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mech.fieldDamage = 2;
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// const startingArc = 0.
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mech.throwChargeRate = 3;
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mech.throwChargeMax = 140;
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mech.fieldDamage = 2.5; //passive field does extra damage
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mech.fieldArc = 0.09
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mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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const STARTING_RANGE = 30
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mech.grabRange = STARTING_RANGE;
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mech.hold = function () {
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if (mech.isHolding) {
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@@ -924,10 +919,6 @@ const mech = {
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mech.holding();
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mech.throw();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.15) { //not hold but field button is pressed
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//smoothing function to grow range
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mech.grabRange = mech.grabRange * 0.94 + 12 //200 * 0.08
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//draw field
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const range = mech.grabRange - 20;
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ctx.beginPath();
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@@ -940,15 +931,14 @@ const mech = {
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ctx.fillStyle = "rgba(255,50,150," + (0.13 + 0.18 * Math.random()) + ")";
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}
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ctx.fill();
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//draw random lines in field for cool effect
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eye = 15;
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ctx.beginPath();
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ctx.moveTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
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const offAngle = mech.angle + 2 * Math.PI * mech.fieldArc * (Math.random() - 0.5);
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ctx.lineTo(mech.pos.x + range * Math.cos(offAngle), mech.pos.y + range * Math.sin(offAngle));
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ctx.strokeStyle = "rgba(100,20,50,0.2)";
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// ctx.strokeStyle = "rgba(0,0,0,0.4)";
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ctx.stroke();
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mech.grabPowerUp();
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@@ -956,10 +946,8 @@ const mech = {
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mech.lookForPickUp();
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
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mech.pickUp();
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mech.grabRange = STARTING_RANGE;
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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mech.grabRange = STARTING_RANGE;
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}
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mech.drawFieldMeter()
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}
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@@ -1053,12 +1041,12 @@ const mech = {
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},
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() => {
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mech.fieldMode = 4;
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game.makeTextLog("<strong style='font-size:30px;'>Standing Wave Harmonics</strong><br> (right mouse or space bar) <p>oscillating shields surround player<br>improved energy regeneration<br>improved field shielding efficiency</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Standing Wave Harmonics</strong><br> (right mouse or space bar) <p>oscillating shields surround player<br>improved field shielding efficiency</p>", 1200);
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mech.setHoldDefaults();
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mech.fieldShieldingScale = 0.3;
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mech.fieldRegen = 0.007; //0.0015
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mech.fieldShieldingScale = 0.15;
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// mech.fieldRegen = 0.005; //0.0015
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// mech.fieldArc = 1; //field covers full 360 degrees
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mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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mech.hold = function () {
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grabRange1 = 100 + 95 * Math.sin(game.cycle / 23)
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@@ -1125,10 +1113,9 @@ const mech = {
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},
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() => {
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mech.fieldMode = 6;
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game.makeTextLog("<strong style='font-size:30px;'>Phase Decoherence Field</strong><br> (right mouse or space bar) <p>phase through enemies while field is active<br>can't see or be seen outside field while field is active</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Phase Decoherence Field</strong><br> (right mouse or space bar) <p>intangible while field is active<br>can't see or be seen outside field</p>", 1200);
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mech.setHoldDefaults();
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// mech.fieldShieldingScale = 3;
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mech.grabRange = 220
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// mech.grabRange = 230
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mech.hold = function () {
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mech.isStealth = false //isStealth is checked in mob foundPlayer()
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@@ -1138,19 +1125,13 @@ const mech = {
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mech.holding();
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mech.throw();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) {
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const DRAIN = 0.002 //mech.fieldRegen = 0.0015
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const DRAIN = 0.0035 //mech.fieldRegen = 0.0015
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if (mech.fieldMeter > DRAIN) {
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mech.fieldMeter -= DRAIN;
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mech.isStealth = true //isStealth is checked in mob foundPlayer()
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player.collisionFilter.mask = 0x000001 //0x010011 is normals
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// if (mech.crouch) {
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// mech.grabRange = mech.grabRange * 0.96 + 400 * 0.04;
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// } else {
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// mech.grabRange = mech.grabRange * 0.96 + 220 * 0.04;
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// }
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
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ctx.globalCompositeOperation = "destination-in"; //in or atop
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@@ -1251,68 +1232,6 @@ const mech = {
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mech.drawFieldMeter()
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}
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},
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// () => {
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// mech.fieldMode = 8;
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// game.makeTextLog("<strong style='font-size:30px;'>Time Dilation Field</strong><br> (right click or space bar)<p>slows time while field is active</p>", Infinity);
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// mech.setHoldDefaults();
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// mech.isTimeDilated = false
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// // mech.mobMasses = []
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// mech.hold = function () {
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// if (!mech.isTimeDilated) {
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// engine.timing.timeScale = 1
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// // for (let i = 0, len = body.length; i < len; i++) {
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// // // Matter.Body.setStatic(body[i], false)
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// // // if (!body[i].isNotHoldable) body[i].timeScale = 1
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// // }
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// // for (let i = 0, len = mob.length; i < len; i++) {
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// // // mob[i].timeScale = 1
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// // // Matter.Body.setStatic(mob[i], false)
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// // }
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// }
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// if (mech.isHolding) {
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// mech.drawHold(mech.holdingTarget);
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// mech.holding();
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// mech.throw();
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// } else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
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// mech.drawField();
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// mech.grabPowerUp();
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// mech.pushMobs();
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// mech.lookForPickUp();
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// //set time to slow
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// // mech.look(); //still works when fps is slow
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// // game.fpsCap = 30
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// // game.fpsInterval = 1000 / game.fpsCap;
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// // for (let i = 0, len = mob.length; i < len; i++) {
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// // Matter.Body.update(mob[i], 1, 1, 0)
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// // }
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// if (!mech.isTimeDilated) {
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// mech.isTimeDilated = true
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// engine.timing.timeScale = 0.01
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// // for (let i = 0, len = body.length; i < len; i++) {
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// // // if (!body[i].isNotHoldable) body[i].timeScale = 0.01
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// // // mech.mobMasses.push(body[i].mass)
|
||||
// // // Matter.Body.setStatic(body[i], true)
|
||||
// // }
|
||||
// // for (let i = 0, len = mob.length; i < len; i++) {
|
||||
// // // Matter.Body.setStatic(mob[i], true)
|
||||
// // // mob[i].timeScale = 0.01
|
||||
// // }
|
||||
// }
|
||||
|
||||
// } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
|
||||
// mech.pickUp();
|
||||
// mech.isTimeDilated = false
|
||||
// } else {
|
||||
// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
||||
// mech.isTimeDilated = false
|
||||
// }
|
||||
// mech.drawFieldMeter()
|
||||
// }
|
||||
// },
|
||||
],
|
||||
drawLeg(stroke) {
|
||||
// if (game.mouseInGame.x > this.pos.x) {
|
||||
|
||||
68
js/spawn.js
68
js/spawn.js
@@ -12,7 +12,7 @@ const spawn = {
|
||||
"beamer",
|
||||
"focuser",
|
||||
"laser", "laser",
|
||||
"blinker",
|
||||
// "blinker", //make blinker a boss
|
||||
"sucker",
|
||||
"exploder", "exploder", "exploder",
|
||||
"spawner",
|
||||
@@ -424,7 +424,6 @@ const spawn = {
|
||||
// me.frictionAir = 0.005;
|
||||
me.memory = 600;
|
||||
Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
// me.collisionFilter.mask = 0x001100; //move through walls
|
||||
me.do = function () {
|
||||
//keep it slow, to stop issues from explosion knock backs
|
||||
if (this.speed > 5) {
|
||||
@@ -619,7 +618,7 @@ const spawn = {
|
||||
me.alpha = 1; //used in drawSneaker
|
||||
// me.leaveBody = false;
|
||||
me.canTouchPlayer = false; //used in drawSneaker
|
||||
me.collisionFilter.mask = 0x000111; //can't touch player
|
||||
me.collisionFilter.mask = 0x010111; //can't touch player
|
||||
// me.memory = 420;
|
||||
// me.seePlayerFreq = 60 + Math.round(Math.random() * 30);
|
||||
me.do = function () {
|
||||
@@ -637,7 +636,7 @@ const spawn = {
|
||||
this.healthBar();
|
||||
if (!this.canTouchPlayer) {
|
||||
this.canTouchPlayer = true;
|
||||
this.collisionFilter.mask = 0x001111; //can touch player
|
||||
this.collisionFilter.mask = 0x011111; //can touch player
|
||||
}
|
||||
}
|
||||
//draw body
|
||||
@@ -692,7 +691,7 @@ const spawn = {
|
||||
this.healthBar();
|
||||
if (!this.canTouchPlayer) {
|
||||
this.canTouchPlayer = true;
|
||||
this.collisionFilter.mask = 0x001110; //can touch player but not walls
|
||||
this.collisionFilter.mask = 0x001100; //can touch player but not walls
|
||||
}
|
||||
}
|
||||
//draw body
|
||||
@@ -708,7 +707,7 @@ const spawn = {
|
||||
ctx.stroke();
|
||||
} else if (this.canTouchPlayer) {
|
||||
this.canTouchPlayer = false;
|
||||
this.collisionFilter.mask = 0x000110; //can't touch player or walls
|
||||
this.collisionFilter.mask = 0x000100; //can't touch player or walls
|
||||
}
|
||||
};
|
||||
},
|
||||
@@ -720,9 +719,7 @@ const spawn = {
|
||||
Matter.Body.rotate(me, Math.random() * 2 * Math.PI);
|
||||
me.blinkRate = 40 + Math.round(Math.random() * 60); //required for blink
|
||||
me.blinkLength = 150 + Math.round(Math.random() * 200); //required for blink
|
||||
// me.collisionFilter.mask = 0x001100; //move through walls
|
||||
me.isStatic = true;
|
||||
// me.leaveBody = false;
|
||||
me.memory = 360;
|
||||
me.seePlayerFreq = 40 + Math.round(Math.random() * 30);
|
||||
me.isBig = false;
|
||||
@@ -754,23 +751,6 @@ const spawn = {
|
||||
}
|
||||
};
|
||||
},
|
||||
// drifter(x, y, radius = 15 + Math.ceil(Math.random() * 40)) {
|
||||
// mobs.spawn(x, y, 4.5, radius, "transparent");
|
||||
// let me = mob[mob.length - 1];
|
||||
// me.stroke = "rgb(0,200,255)"; //used for drawGhost
|
||||
// Matter.Body.rotate(me, Math.random() * 2 * Math.PI);
|
||||
// me.blinkRate = 30 + Math.round(Math.random() * 30); //required for blink/drift
|
||||
// me.blinkLength = 160; //required for blink/drift
|
||||
// //me.collisionFilter.mask = 0x001100; //move through walls
|
||||
// me.isStatic = true;
|
||||
// me.memory = 360;
|
||||
// me.seePlayerFreq = 40 + Math.round(Math.random() * 30);
|
||||
// me.do = function () {
|
||||
// this.healthBar();
|
||||
// this.seePlayerCheck();
|
||||
// this.drift();
|
||||
// };
|
||||
// },
|
||||
bomber(x, y, radius = 120 + Math.ceil(Math.random() * 70)) {
|
||||
//boss that drops bombs from above and holds a set distance from player
|
||||
mobs.spawn(x, y, 3, radius, "transparent");
|
||||
@@ -867,8 +847,8 @@ const spawn = {
|
||||
me.restitution = 0.8;
|
||||
me.leaveBody = false;
|
||||
me.dropPowerUp = false;
|
||||
// me.collisionFilter.mask = 0x001000;
|
||||
me.collisionFilter.category = 0x010000;
|
||||
me.collisionFilter.category = 0x000010;
|
||||
me.collisionFilter.mask = 0x011101;
|
||||
me.do = function () {
|
||||
this.gravity();
|
||||
this.timeLimit();
|
||||
@@ -1005,7 +985,7 @@ const spawn = {
|
||||
me.stroke = "rgb(220,220,255)";
|
||||
Matter.Body.setDensity(me, 0.0001) //very low density to not mess with the original mob's motion
|
||||
me.shield = true;
|
||||
me.collisionFilter.mask = 0x000100; //don't collide with bodies, map, player, and mobs, only bullets
|
||||
me.collisionFilter.mask = 0x001100; //don't collide with bodies, map, player, and mobs, only bullets
|
||||
consBB[consBB.length] = Constraint.create({
|
||||
//attach shield to last spawned mob
|
||||
bodyA: me,
|
||||
@@ -1032,7 +1012,7 @@ const spawn = {
|
||||
Matter.Body.setDensity(me, 0.00005) //very low density to not mess with the original mob's motion
|
||||
me.frictionAir = 0;
|
||||
me.shield = true;
|
||||
me.collisionFilter.mask = 0x000100; //don't collide with bodies, map, and mobs, only bullets and player
|
||||
me.collisionFilter.mask = 0x001100; //don't collide with bodies, map, and mobs, only bullets and player
|
||||
//constrain to all mob nodes in boss
|
||||
for (let i = 0; i < nodes; ++i) {
|
||||
consBB[consBB.length] = Constraint.create({
|
||||
@@ -1218,9 +1198,9 @@ const spawn = {
|
||||
const breakingPoint = 1300
|
||||
mobs.spawn(breakingPoint, -100, 0, 7.5, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch only walls
|
||||
me.collisionFilter.category = 0x100000;
|
||||
me.collisionFilter.mask = 0x100001;
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.inertia = Infinity;
|
||||
me.g = 0.0004; //required for gravity
|
||||
me.restitution = 0;
|
||||
@@ -1282,9 +1262,9 @@ const spawn = {
|
||||
const breakingPoint = 1425
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch only walls
|
||||
me.collisionFilter.category = 0x100000;
|
||||
me.collisionFilter.mask = 0x100001;
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.g = 0.0003; //required for gravity
|
||||
// me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
@@ -1330,9 +1310,9 @@ const spawn = {
|
||||
const breakingPoint = 1400
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch only walls
|
||||
me.collisionFilter.category = 0x100000;
|
||||
me.collisionFilter.mask = 0x100001;
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.g = 0.0003; //required for gravity
|
||||
// me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
@@ -1378,9 +1358,9 @@ const spawn = {
|
||||
const breakingPoint = 1350
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch only walls
|
||||
me.collisionFilter.category = 0x100000;
|
||||
me.collisionFilter.mask = 0x100001;
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.g = 0.0003; //required for gravity
|
||||
me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
@@ -1425,9 +1405,9 @@ const spawn = {
|
||||
const breakingPoint = 1325
|
||||
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
//touch only walls
|
||||
me.collisionFilter.category = 0x100000;
|
||||
me.collisionFilter.mask = 0x100001;
|
||||
//touch nothing
|
||||
me.collisionFilter.category = 0x000000;
|
||||
me.collisionFilter.mask = 0x000000;
|
||||
me.g = 0.0003; //required for gravity
|
||||
me.restitution = 0;
|
||||
me.stroke = "transparent"
|
||||
|
||||
Reference in New Issue
Block a user