Merge branch 'master' of https://github.com/landgreen/n-gon
This commit is contained in:
@@ -21,8 +21,9 @@ const level = {
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// this.warehouse();
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// this.highrise();
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// this.office();
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b.giveGuns(1) // set a starting gun for testing
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mech.fieldUpgrades[5]() //give a field power up for testing
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// b.giveGuns(1) // set a starting gun for testing
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b.giveGuns("all", 1000)
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// mech.fieldUpgrades[5]() //give a field power up for testing
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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@@ -724,7 +725,7 @@ const level = {
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spawn.randomBoss(350, -500, 1)
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spawn.randomBoss(4000, -350, 0.6);
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spawn.randomBoss(2750, -550, 0.1);
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if (game.levelsCleared > 2) spawn.suckerBoss(3000, -1000);
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if (game.levelsCleared > 2) spawn.suckerBoss(3000 + 1000 * Math.random(), -500 * Math.random());
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//add mini boss, giant hopper? or a black hole that spawns hoppers?
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},
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19
js/mobs.js
19
js/mobs.js
@@ -554,10 +554,8 @@ const mobs = {
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// ctx.fillStyle = "rgba(0,0,0,0.1)";
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// ctx.fill();
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// },
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curl() {
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curl(range = 1000) {
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//cause all mobs, and bodies to rotate in a circle
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const range = 1000
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applyCurl = function (center, array) {
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for (let i = 0; i < array.length; ++i) {
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const sub = Matter.Vector.sub(center, array[i].position)
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@@ -570,8 +568,8 @@ const mobs = {
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//apply curl force
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const mag = Matter.Vector.mult(curlVector, 10)
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Matter.Body.setVelocity(array[i], {
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x: array[i].velocity.x * 0.99 + mag.x * 0.01,
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y: array[i].velocity.y * 0.99 + mag.y * 0.01
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x: array[i].velocity.x * 0.94 + mag.x * 0.06,
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y: array[i].velocity.y * 0.94 + mag.y * 0.06
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})
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//draw curl
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@@ -586,13 +584,12 @@ const mobs = {
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}
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applyCurl(this.position, mob);
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applyCurl(this.position, body);
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applyCurl(this.position, [player]);
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//draw limit
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(55,255,255, 0.1)";
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ctx.fill();
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
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// ctx.fillStyle = "rgba(55,255,255, 0.1)";
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// ctx.fill();
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},
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pullPlayer() {
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if (this.seePlayer.yes && Matter.Vector.magnitudeSquared(Matter.Vector.sub(this.position, player.position)) < 1000000) {
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32
js/spawn.js
32
js/spawn.js
@@ -487,7 +487,7 @@ const spawn = {
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me.collisionFilter.mask = 0x001101
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// me.frictionAir = 0.005;
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me.memory = 1000;
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Matter.Body.setDensity(me, 0.3); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function () {
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//applying forces to player doesn't seem to work inside this method, not sure why
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if (Math.random() < 0.35 || mech.fieldMode === 0) powerUps.spawn(this.position.x, this.position.y, "field"); //boss spawns field upgrades
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@@ -499,6 +499,15 @@ const spawn = {
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// body[index].classType = "body";
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// World.add(engine.world, body[index]); //add to world
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// }
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if (game.levelsCleared > 6) {
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for (let i = 0; i < 4; ++i) {
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spawn.sucker(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2, 20);
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: (Math.random() - 0.5) * 25,
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y: (Math.random() - 0.5) * 25
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});
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}
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}
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};
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me.do = function () {
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//keep it slow, to stop issues from explosion knock backs
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@@ -518,34 +527,36 @@ const spawn = {
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//eventHorizon waves in and out
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eventHorizon = this.eventHorizon * (1 + 0.5 * Math.sin(game.cycle * 0.006))
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// zoom camera in and out with the event horizon
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//draw darkness
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.9)";
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ctx.fillStyle = "rgba(0,20,40,0.6)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.4, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.7)";
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ctx.fillStyle = "rgba(0,20,40,0.4)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.6, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.5)";
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ctx.fillStyle = "rgba(0,20,40,0.3)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon * 0.8, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.3)";
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ctx.fillStyle = "rgba(0,20,40,0.2)";
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ctx.fill();
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(0,0,0,0.1)";
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ctx.fillStyle = "rgba(0,20,40,0.05)";
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ctx.fill();
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//when player is inside event horizon
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if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
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mech.damage(0.0002 * game.dmgScale);
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
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const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
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player.force.x -= 1.5 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.7 : 1);
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player.force.y -= 1.5 * Math.sin(angle) * player.mass * game.g;
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player.force.x -= 1.3 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.7 : 1);
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player.force.y -= 1.2 * Math.sin(angle) * player.mass * game.g;
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//draw line to player
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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@@ -559,6 +570,7 @@ const spawn = {
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ctx.fill();
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}
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this.healthBar();
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this.curl(eventHorizon);
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}
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}
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},
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@@ -939,8 +951,7 @@ const spawn = {
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me.g = 0.0004; //required if using 'gravity'
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me.leaveBody = false;
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// me.dropPowerUp = false;
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me.onDeath = function () {
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//run this function on death
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me.onDeath = function () { //run this function on death
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for (let i = 0; i < Math.ceil(this.mass * 0.2 + Math.random() * 3); ++i) {
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spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2);
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Matter.Body.setVelocity(mob[mob.length - 1], {
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@@ -1010,7 +1021,6 @@ const spawn = {
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this.seePlayerCheck();
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this.attraction();
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this.laserBeam();
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// this.curl();
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};
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//snake tail
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