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)");

View File

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

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@@ -2,6 +2,23 @@
************** 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?
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
the next level is the final level
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