various bug fixes after making mods.js

This commit is contained in:
landgreen
2020-05-20 18:49:49 -07:00
parent c31c1c2d7a
commit a0f751bc4f
6 changed files with 69 additions and 21 deletions

View File

@@ -165,7 +165,7 @@ const b = {
time: game.drawTime
});
let dist, sub, knock;
let dmg = mod.dmgScale * radius * 0.009;
let dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue

View File

@@ -213,7 +213,7 @@ const build = {
</g>
</svg>
</div>
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:#c4ccd8;">
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:var(--build-bg-color);">
<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
<select name="difficulty-select" id="difficulty-select-custom">

View File

@@ -183,12 +183,12 @@ const level = {
spawn.boost(1500, 0, 900);
// spawn.bomberBoss(2900, -500)
// spawn.shooterBoss(1200, -500)
// spawn.starter(2500, -40, 40)
// spawn.launcherBoss(1200, -500)
spawn.launcher(1600, -400)
// spawn.stabber(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shooter(1600, -500)
spawn.striker(1600, -500)
// spawn.striker(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "spiker")

View File

@@ -1465,6 +1465,43 @@ const spawn = {
this.launch();
};
},
launcherBoss(x, y, radius = 100) {
mobs.spawn(x, y, 3, radius, "rgb(175,125,255)");
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
me.memory = 240;
me.homePosition = {
x: x,
y: y
};
me.fireFreq = 0.015;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.005 * game.accelScale;
me.frictionAir = 0.05;
me.lookTorque = 0.000007 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
Matter.Body.setDensity(me, 0.02 + 0.0008 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.launch();
//gently return to starting location
const sub = Vector.sub(this.homePosition, this.position)
const dist = Vector.magnitude(sub)
if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
};
},
seeker(x, y, radius = 6, sides = 0) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(0,0,255)");