cell boss

This commit is contained in:
landgreen
2020-02-03 06:53:09 -08:00
parent 89a7d426df
commit 9a26467c2a
3 changed files with 21 additions and 19 deletions

View File

@@ -160,7 +160,7 @@ const b = {
}, },
{ {
name: "electric reactive armour", name: "electric reactive armour",
description: "<strong class='color-e'>explosions</strong> do no <strong>harm</strong>, but drain <strong class='color-f'>energy</strong>", description: "<strong class='color-e'>explosions</strong> do you no <strong>harm</strong>, but drain <strong class='color-f'>energy</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {

View File

@@ -13,7 +13,7 @@ const level = {
levelsCleared: 0, levelsCleared: 0,
start() { start() {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
level.difficultyIncrease(4) level.difficultyIncrease(5)
b.giveGuns("minigun") b.giveGuns("minigun")
// mech.setField("phase decoherence field") // mech.setField("phase decoherence field")
// b.giveMod("ground stomp"); // b.giveMod("ground stomp");
@@ -1236,11 +1236,11 @@ const level = {
spawn.randomMob(-550, -100, -0.1); spawn.randomMob(-550, -100, -0.1);
spawn.randomBoss(-3250, -2700, 0.2); spawn.randomBoss(-3250, -2700, 0.2);
spawn.randomBoss(-2450, -1100, 0); spawn.randomBoss(-2450, -1100, 0);
if (game.difficulty > 3) { if (game.difficulty > 4) {
const x = -2000 - Math.floor(1600 * Math.random()); const x = -2000 - Math.floor(1600 * Math.random());
const y = -2700 - Math.floor(600 * Math.random()); const y = -2700 - Math.floor(600 * Math.random());
const d = 800; const d = 800;
for (let i = 0; i < 5; i++) { for (let i = 0; i < 7; i++) {
spawn.cellBoss(x + Math.floor(d * (Math.random() - 0.5)), y + Math.floor(d * (Math.random() - 0.5))); spawn.cellBoss(x + Math.floor(d * (Math.random() - 0.5)), y + Math.floor(d * (Math.random() - 0.5)));
} }
} }

View File

@@ -146,47 +146,49 @@ const spawn = {
mobs.spawn(x, y, 0, radius, "rgba(0,150,155,0.7)"); mobs.spawn(x, y, 0, radius, "rgba(0,150,155,0.7)");
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
me.isCell = true; me.isCell = true;
me.accelMag = 0.00025 * game.accelScale; me.accelMag = 0.00024 * game.accelScale;
me.memory = 60; me.memory = 60;
me.frictionAir = 0.012 me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(5 + 5 * Math.random()) me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 9000000; me.seeAtDistance2 = 1500000;
me.cellMassMax = 100 me.cellMassMax = 90
me.collisionFilter.mask = cat.player | cat.bullet me.collisionFilter.mask = cat.player | cat.bullet
// Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
// console.log(me.mass, me.radius)
const k = 642 //k=r^2/m
me.split = function () { me.split = function () {
Matter.Body.scale(this, 0.5, 0.5); Matter.Body.scale(this, 0.4, 0.4);
this.radius = Math.sqrt(this.mass * 1100 / Math.PI) this.radius = Math.sqrt(this.mass * k / Math.PI)
spawn.cellBoss(this.position.x, this.position.y, this.radius); spawn.cellBoss(this.position.x, this.position.y, this.radius);
} }
me.onHit = function () { //run this function on hitting player me.onHit = function () { //run this function on hitting player
this.split(); this.split();
}; };
me.onDamage = function (dmg) { me.onDamage = function (dmg) {
if (Math.random() * 1.8 < dmg && this.health > dmg) this.split(); if (Math.random() < 0.16 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
} }
me.do = function () { me.do = function () {
if (!mech.isBodiesAsleep) { if (!mech.isBodiesAsleep) {
this.seePlayerByDistAndLOS(); this.seePlayerByDistOrLOS();
this.attraction(); this.attraction();
if (this.mass < this.cellMassMax) { //grow cell radius if (this.mass < this.cellMassMax) { //grow cell radius
const scale = 1 + 0.00015 * this.cellMassMax / this.mass; const scale = 1 + 0.0002 * this.cellMassMax / this.mass;
Matter.Body.scale(this, scale, scale); Matter.Body.scale(this, scale, scale);
this.radius = Math.sqrt(this.mass * 1100 / Math.PI) this.radius = Math.sqrt(this.mass * k / Math.PI)
} }
if (!(game.cycle % this.seePlayerFreq)) { //move away from other mobs if (!(game.cycle % this.seePlayerFreq)) { //move away from other mobs
const repelRange = 70 const repelRange = 200
const attractRange = 600 const attractRange = 800
for (let i = 0, len = mob.length; i < len; i++) { for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isCell && mob[i].id !== this.id) { if (mob[i].isCell && mob[i].id !== this.id) {
const sub = Vector.sub(this.position, mob[i].position) const sub = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(sub) const dist = Vector.magnitude(sub)
if (dist < repelRange) { if (dist < repelRange) {
this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.006)
} else if (dist > attractRange) { } else if (dist > attractRange) {
this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.0015) this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.004)
} }
} }
} }