This commit is contained in:
landgreen
2019-10-14 15:40:13 -07:00
3 changed files with 33 additions and 25 deletions

View File

@@ -21,8 +21,9 @@ const level = {
// this.warehouse();
// this.highrise();
// this.office();
b.giveGuns(1) // set a starting gun for testing
mech.fieldUpgrades[5]() //give a field power up for testing
// b.giveGuns(1) // set a starting gun for testing
b.giveGuns("all", 1000)
// mech.fieldUpgrades[5]() //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
@@ -724,7 +725,7 @@ const level = {
spawn.randomBoss(350, -500, 1)
spawn.randomBoss(4000, -350, 0.6);
spawn.randomBoss(2750, -550, 0.1);
if (game.levelsCleared > 2) spawn.suckerBoss(3000, -1000);
if (game.levelsCleared > 2) spawn.suckerBoss(3000 + 1000 * Math.random(), -500 * Math.random());
//add mini boss, giant hopper? or a black hole that spawns hoppers?
},

View File

@@ -554,10 +554,8 @@ const mobs = {
// ctx.fillStyle = "rgba(0,0,0,0.1)";
// ctx.fill();
// },
curl() {
curl(range = 1000) {
//cause all mobs, and bodies to rotate in a circle
const range = 1000
applyCurl = function (center, array) {
for (let i = 0; i < array.length; ++i) {
const sub = Matter.Vector.sub(center, array[i].position)
@@ -570,8 +568,8 @@ const mobs = {
//apply curl force
const mag = Matter.Vector.mult(curlVector, 10)
Matter.Body.setVelocity(array[i], {
x: array[i].velocity.x * 0.99 + mag.x * 0.01,
y: array[i].velocity.y * 0.99 + mag.y * 0.01
x: array[i].velocity.x * 0.94 + mag.x * 0.06,
y: array[i].velocity.y * 0.94 + mag.y * 0.06
})
//draw curl
@@ -586,13 +584,12 @@ const mobs = {
}
applyCurl(this.position, mob);
applyCurl(this.position, body);
applyCurl(this.position, [player]);
//draw limit
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(55,255,255, 0.1)";
ctx.fill();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(55,255,255, 0.1)";
// ctx.fill();
},
pullPlayer() {
if (this.seePlayer.yes && Matter.Vector.magnitudeSquared(Matter.Vector.sub(this.position, player.position)) < 1000000) {

View File

@@ -487,7 +487,7 @@ const spawn = {
me.collisionFilter.mask = 0x001101
// me.frictionAir = 0.005;
me.memory = 1000;
Matter.Body.setDensity(me, 0.3); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
//applying forces to player doesn't seem to work inside this method, not sure why
if (Math.random() < 0.35 || mech.fieldMode === 0) powerUps.spawn(this.position.x, this.position.y, "field"); //boss spawns field upgrades
@@ -499,6 +499,15 @@ const spawn = {
// body[index].classType = "body";
// World.add(engine.world, body[index]); //add to world
// }
if (game.levelsCleared > 6) {
for (let i = 0; i < 4; ++i) {
spawn.sucker(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2, 20);
Matter.Body.setVelocity(mob[mob.length - 1], {
x: (Math.random() - 0.5) * 25,
y: (Math.random() - 0.5) * 25
});
}
}
};
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
@@ -518,34 +527,36 @@ const spawn = {
//eventHorizon waves in and out
eventHorizon = this.eventHorizon * (1 + 0.5 * Math.sin(game.cycle * 0.006))
// zoom camera in and out with the event horizon
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.9)";
ctx.fillStyle = "rgba(0,20,40,0.6)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.4, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.7)";
ctx.fillStyle = "rgba(0,20,40,0.4)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.6, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.5)";
ctx.fillStyle = "rgba(0,20,40,0.3)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.8, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fillStyle = "rgba(0,20,40,0.2)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fillStyle = "rgba(0,20,40,0.05)";
ctx.fill();
//when player is inside event horizon
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
mech.damage(0.0002 * game.dmgScale);
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= 1.5 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.7 : 1);
player.force.y -= 1.5 * Math.sin(angle) * player.mass * game.g;
player.force.x -= 1.3 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.7 : 1);
player.force.y -= 1.2 * Math.sin(angle) * player.mass * game.g;
//draw line to player
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
@@ -559,6 +570,7 @@ const spawn = {
ctx.fill();
}
this.healthBar();
this.curl(eventHorizon);
}
}
},
@@ -939,8 +951,7 @@ const spawn = {
me.g = 0.0004; //required if using 'gravity'
me.leaveBody = false;
// me.dropPowerUp = false;
me.onDeath = function () {
//run this function on death
me.onDeath = function () { //run this function on death
for (let i = 0; i < Math.ceil(this.mass * 0.2 + Math.random() * 3); ++i) {
spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2);
Matter.Body.setVelocity(mob[mob.length - 1], {
@@ -1010,7 +1021,6 @@ const spawn = {
this.seePlayerCheck();
this.attraction();
this.laserBeam();
// this.curl();
};
//snake tail