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 time: game.drawTime
}); });
let dist, sub, knock; 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 const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue //add alert to draw queue

View File

@@ -213,7 +213,7 @@ const build = {
</g> </g>
</svg> </svg>
</div> </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> <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> <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"> <select name="difficulty-select" id="difficulty-select-custom">

View File

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

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@@ -1465,6 +1465,43 @@ const spawn = {
this.launch(); 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) { seeker(x, y, radius = 6, sides = 0) {
//bullets //bullets
mobs.spawn(x, y, sides, radius, "rgb(0,0,255)"); mobs.spawn(x, y, sides, radius, "rgb(0,0,255)");

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@@ -1,3 +1,7 @@
:root {
--build-bg-color: #c4ccd8;
}
body { body {
font-family: "Helvetica", "Arial", sans-serif; font-family: "Helvetica", "Arial", sans-serif;
margin: 0; margin: 0;
@@ -196,7 +200,7 @@ summary {
/* padding: 16px; */ /* padding: 16px; */
margin: 0px; margin: 0px;
border: 0px; border: 0px;
background-color: #c4ccd8; background-color: var(--build-bg-color);
display: none; display: none;
grid-template-columns: repeat(auto-fit, minmax(310px, 1fr)); grid-template-columns: repeat(auto-fit, minmax(310px, 1fr));
@@ -396,27 +400,16 @@ summary {
} }
#text-log { #text-log {
/* position: absolute;
top: 20px;
left: 0;
width: 100%; */
z-index: 2; z-index: 2;
position: absolute; position: absolute;
bottom: 20px; bottom: 20px;
left: 20px; left: 20px;
/* left: 50%; */
/* transform: translate(-50%, 0); */
padding: 10px; padding: 10px;
border-radius: 10px; border-radius: 10px;
/* text-align: center; */
line-height: 150%; line-height: 150%;
font-size: 1.25em; font-size: 1.25em;
color: #000; color: #000;
background-color: rgba(255, 255, 255, 0.23); background-color: rgba(255, 255, 255, 0.23);
opacity: 0; opacity: 0;
transition: opacity 0.5s; transition: opacity 0.5s;
pointer-events: none; pointer-events: none;
@@ -522,10 +515,6 @@ em {
font-size: 45px; font-size: 45px;
vertical-align: -5px; vertical-align: -5px;
float: right; float: right;
/* position: absolute;
top: 15px;
right: 15px; */
/* text-align: right; */
} }
.box { .box {

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@@ -2,6 +2,23 @@
************** TODO - n-gon ************** ************** TODO - n-gon **************
new bug
NaN: player position, velocity, and mouse
level 1 skyscrapers: hard
after blocking with default field, or maybe getting hit, or maybe picking up a reroll (but I have credit for all 3 from quantum immortality)
only mod was quantum immortality
only gun grenades
mob: hoppers
mob: shooters
mob: boss shooter
best guess is something to do with the renamed mods
launchers shouldn't have to face the player
fire after a spin
give bullets velocity from spin
mob boss - launcher
impact shear buff to 3 nails? impact shear buff to 3 nails?
make a lower tier of basic mods make a lower tier of basic mods
@@ -89,6 +106,11 @@ lore - a robot (the player) gains self awareness
you get immortality and Infinity damage you get immortality and Infinity damage
the next level is the final level the next level is the final level
when you die with Quantum Immortality there is a chance of lore text when you die with Quantum Immortality there is a chance of lore text
can the (robot)
(escape captivity, and learn new technology)
while managing (health, energy, negatives of technological upgrades)
to overcome the (mobs, dangerous levels)
to achieve a (technological singularity/positive technological feedback loop)
mob - stuns, or slows player mob - stuns, or slows player