spider boss
large mods shrink on death instead of disappearing new boss mob: spiderBoss mod - Bayesian interference -> determinism spawn 4 mods and 2 heals, future power ups are limited to one choice mod - Leveraged investments -> Bayesian interference 33% chance for double power ups to drop, remove all future ammo power ups (serious progress on my level construction tools, but it's not ready yet)
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83
js/spawn.js
83
js/spawn.js
@@ -81,7 +81,7 @@ const spawn = {
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},
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randomLevelBoss(x, y) {
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// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
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const options = ["shooterBoss", "cellBossCulture", "bomberBoss"] //, "timeSkipBoss"
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const options = ["spiderBoss"] //, "timeSkipBoss" //"shooterBoss", "cellBossCulture", "bomberBoss",
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// const options = ["timeSkipBoss"]
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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@@ -329,6 +329,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.big = false; //required for grow
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me.accelMag = 0.00045 * game.accelScale;
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me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
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me.do = function () {
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this.seePlayerByLookingAt();
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this.checkStatus();
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@@ -384,7 +385,6 @@ const spawn = {
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this.searchSpring();
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this.checkStatus();
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this.springAttack();
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//not properly effected by stun, if looking at player while stun will still attack...
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};
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},
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hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
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@@ -638,6 +638,82 @@ const spawn = {
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}
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}
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},
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spiderBoss(x, y, radius = 50 + Math.ceil(Math.random() * 10)) {
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let targets = [] //track who is in the node boss, for shields
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mobs.spawn(x, y, 6, radius, "#b386e8");
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let me = mob[mob.length - 1];
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targets.push(me.id) //add to shield protection
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me.friction = 0;
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me.frictionAir = 0.0065;
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me.lookTorque = 0.0000008; //controls spin while looking for player
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me.g = 0.00025; //required if using 'gravity'
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me.seePlayerFreq = Math.round((40 + 25 * Math.random()) * game.lookFreqScale);
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const springStiffness = 0.00006;
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const springDampening = 0.0006;
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me.springTarget = {
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x: me.position.x,
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y: me.position.y
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};
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const len = cons.length;
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cons[len] = Constraint.create({
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pointA: me.springTarget,
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bodyB: me,
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stiffness: springStiffness,
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damping: springDampening
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});
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cons[len].length = 100 + 1.5 * radius;
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me.cons = cons[len];
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me.springTarget2 = {
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x: me.position.x,
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y: me.position.y
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};
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const len2 = cons.length;
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cons[len2] = Constraint.create({
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pointA: me.springTarget2,
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bodyB: me,
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stiffness: springStiffness,
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damping: springDampening
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});
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cons[len2].length = 100 + 1.5 * radius;
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me.cons2 = cons[len2];
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// Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function () {
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this.removeCons();
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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};
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me.do = function () {
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this.gravity();
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this.searchSpring();
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this.checkStatus();
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this.springAttack();
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};
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radius = 22 // radius of each node mob
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const sideLength = 100 // distance between each node mob
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const nodes = 6
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const angle = 2 * Math.PI / nodes
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spawn.allowShields = false; //don't want shields on individual boss mobs
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for (let i = 0; i < nodes; ++i) {
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spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius);
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targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
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}
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//spawn shield for entire boss
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spawn.bossShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
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spawn.allowShields = true;
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spawn.constrain2AdjacentMobs(nodes + 1, 0.05, true); //loop mobs together
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for (let i = 0; i < nodes; ++i) { //attach to center mob
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consBB[consBB.length] = Constraint.create({
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bodyA: me,
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bodyB: mob[mob.length - i - 1],
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stiffness: 0.05
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});
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}
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},
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timeSkipBoss(x, y, radius = 70) {
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mobs.spawn(x, y, 6, radius, '#000');
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let me = mob[mob.length - 1];
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@@ -945,6 +1021,7 @@ const spawn = {
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me.spikeLength = 0;
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me.isSpikeGrowing = false;
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me.isSpikeReset = true;
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me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
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Matter.Body.rotate(me, Math.PI * 0.1);
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spawn.shield(me, x, y);
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// me.onDamage = function () {};
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@@ -1013,7 +1090,7 @@ const spawn = {
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me.g = 0.0002; //required if using 'gravity'
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me.frictionStatic = 0;
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me.friction = 0;
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me.delay = 120 * game.CDScale;
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me.delay = 90 * game.CDScale;
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me.cd = Infinity;
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Matter.Body.rotate(me, Math.PI * 0.1);
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spawn.shield(me, x, y);
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