Composite replaces World
Matter.World has been replaced with Matter.Composite
matter.js deprecated World
could cause problems merging your old code
(replace World with Composite in your code)
tech: many worlds - now costs 1 research at the start of each level to activate
a nerf, but also a buff because if you like a build you can freeze it by not getting research
mine gun has 25% less ammo and 33% more damage
railgun now gets 50% more ammo, but it fires slower
fixed rail gun ammo drain on misfire bug
fixed experiment gun display bug
This commit is contained in:
141
js/level.js
141
js/level.js
@@ -13,12 +13,12 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// localSettings.levelsClearedLastGame = 10
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(10) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// tech.isFieldFree = true
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// m.setField("time dilation")
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// b.giveGuns("nail gun")
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// tech.giveTech("needle gun")
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// b.giveGuns("rail gun")
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// tech.giveTech("half-wave rectifier")
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// b.giveGuns("wave beam")
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// tech.giveTech("Lenz's law")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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@@ -86,7 +86,8 @@ const level = {
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if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
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simulation.switchGun();
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}
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if (tech.isSwitchReality) {
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if (tech.isSwitchReality && powerUps.research.count > 0) {
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powerUps.research.changeRerolls(-1);
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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m.switchWorlds()
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simulation.trails()
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@@ -266,13 +267,13 @@ const level = {
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body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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}
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body[i].classType = "body";
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World.add(engine.world, body[i]); //add to world
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Composite.add(engine.world, body[i]); //add to world
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}
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for (let i = 0; i < map.length; i++) {
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map[i].collisionFilter.category = cat.map;
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map[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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Matter.Body.setStatic(map[i], true); //make static
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World.add(engine.world, map[i]); //add to world
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Composite.add(engine.world, map[i]); //add to world
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}
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},
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spinner(x, y, width, height, density = 0.001, angle = 0, frictionAir = 0.001, angularVelocity = 0) {
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@@ -303,7 +304,7 @@ const level = {
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stiffness: 1,
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damping: 1
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});
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World.add(engine.world, constraint);
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Composite.add(engine.world, constraint);
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return constraint
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},
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boost(x, y, height = 1000) { //height is how high the player will be flung above y
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@@ -445,10 +446,10 @@ const level = {
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stiffness: 0.01,
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damping: 0.3
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});
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World.add(engine.world, this.constraint);
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Composite.add(engine.world, this.constraint);
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},
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removeConstraint() {
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World.remove(engine.world, this.constraint, true)
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Composite.remove(engine.world, this.constraint, true)
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},
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drawTrack() {
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ctx.fillStyle = "#ccc"
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@@ -483,7 +484,7 @@ const level = {
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stiffness: 0.1,
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damping: 0.3
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});
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World.add(engine.world, constraint);
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Composite.add(engine.world, constraint);
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constraint.plat = {
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position: who.position,
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speed: speed,
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@@ -516,7 +517,7 @@ const level = {
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x: x,
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y: y
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});
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World.add(engine.world, [rotor]);
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Composite.add(engine.world, [rotor]);
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body[body.length] = rotor1
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body[body.length] = rotor2
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@@ -532,7 +533,7 @@ const level = {
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},
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bodyB: rotor
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});
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World.add(engine.world, constraint);
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Composite.add(engine.world, constraint);
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if (rotate) {
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rotor.rotate = function() {
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@@ -580,7 +581,7 @@ const level = {
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stiffness: 1,
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length: 0
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});
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World.add(engine.world, [cons[cons.length - 1]]);
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Composite.add(engine.world, [cons[cons.length - 1]]);
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return {
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flip: flip,
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@@ -609,7 +610,7 @@ const level = {
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ctx.fillStyle = "#3df"
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ctx.fill();
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ctx.lineWidth = 1;
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ctx.strokeStyle = simulation.draw.bodyStroke;
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ctx.strokeStyle = color.blockS;
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ctx.stroke();
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}
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},
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@@ -795,7 +796,7 @@ const level = {
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if (body[i].isInPortal === this) body[i].isInPortal = null
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} else if (body[i].isInPortal !== this) { //touching this portal, but for the first time
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if (isRemoveBlocks) {
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Matter.World.remove(engine.world, body[i]);
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Matter.Composite.remove(engine.world, body[i]);
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body.splice(i, 1);
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break
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}
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@@ -829,7 +830,7 @@ const level = {
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// if (body[j] === touching[i].bodyB) {
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// body.splice(j, 1);
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// len--
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// Matter.World.remove(engine.world, touching[i].bodyB);
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// Matter.Composite.remove(engine.world, touching[i].bodyB);
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// break;
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// }
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// }
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@@ -846,7 +847,7 @@ const level = {
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// }
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// }
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// }
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// Matter.World.remove(engine.world, touching[0].bodyB);
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// Matter.Composite.remove(engine.world, touching[0].bodyB);
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// }
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}
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@@ -869,13 +870,13 @@ const level = {
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},
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unit: unitA,
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angle: angleA,
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color: simulation.draw.mapFill,
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color: color.map,
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draw: draw,
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query: query,
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lastPortalCycle: 0
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});
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Matter.Body.setStatic(mapA, true); //make static
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World.add(engine.world, mapA); //add to world
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Composite.add(engine.world, mapA); //add to world
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const mapB = composite[composite.length] = Bodies.rectangle(centerB.x - 0.5 * unitB.x * mapWidth, centerB.y - 0.5 * unitB.y * mapWidth, mapWidth, height + 10, {
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collisionFilter: {
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@@ -884,13 +885,13 @@ const level = {
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},
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unit: unitB,
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angle: angleB,
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color: simulation.draw.mapFill,
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color: color.map,
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draw: draw,
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query: query,
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lastPortalCycle: 0,
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});
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Matter.Body.setStatic(mapB, true); //make static
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World.add(engine.world, mapB); //add to world
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Composite.add(engine.world, mapB); //add to world
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mapA.portal = portalA
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mapB.portal = portalB
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@@ -1041,7 +1042,7 @@ const level = {
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stiffness: stiffness,
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damping: damping
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});
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World.add(engine.world, consBB[consBB.length - 1]);
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Composite.add(engine.world, consBB[consBB.length - 1]);
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}
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cons[cons.length] = Constraint.create({ //pin first block to a point in space
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pointA: {
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@@ -1052,7 +1053,7 @@ const level = {
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stiffness: 1,
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damping: damping
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});
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World.add(engine.world, cons[cons.length - 1]);
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Composite.add(engine.world, cons[cons.length - 1]);
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if (isAttached) {
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cons[cons.length] = Constraint.create({ //pin last block to a point in space
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pointA: {
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@@ -1063,7 +1064,7 @@ const level = {
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stiffness: 1,
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damping: damping
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});
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World.add(engine.world, cons[cons.length - 1]);
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Composite.add(engine.world, cons[cons.length - 1]);
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}
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},
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//******************************************************************************************************************
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@@ -1074,7 +1075,7 @@ const level = {
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level.isProcedural = true //used in generating text itn he level builder
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level.defaultZoom = 1700
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#dcdcdf";
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document.body.style.backgroundColor = "#d9d9de" //"#d3d3db" //"#dcdcdf";
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let isDoorLeft, isDoorRight, x, y
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doCustom = []
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doCustomTopLayer = []
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@@ -1361,11 +1362,11 @@ const level = {
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body[index].collisionFilter.category = cat.body;
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body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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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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Composite.add(engine.world, body[index]); //add to world
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setTimeout(() => { //remove block
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for (let i = 0; i < body.length; i++) {
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if (body[i] === bodyBullet) {
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Matter.World.remove(engine.world, body[i]);
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Matter.Composite.remove(engine.world, body[i]);
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body.splice(i, 1);
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}
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}
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@@ -1418,11 +1419,11 @@ const level = {
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body[index].collisionFilter.category = cat.body;
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body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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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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Composite.add(engine.world, body[index]); //add to world
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setTimeout(() => { //remove block
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for (let i = 0; i < body.length; i++) {
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if (body[i] === bodyBullet) {
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Matter.World.remove(engine.world, body[i]);
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Matter.Composite.remove(engine.world, body[i]);
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body.splice(i, 1);
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}
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}
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@@ -1787,7 +1788,7 @@ const level = {
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// who.collisionFilter.category = cat.map;
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// who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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// Matter.Body.setStatic(who, true); //make static
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// World.add(engine.world, who); //add to world
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// Composite.add(engine.world, who); //add to world
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// }
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// const numberOfMapElementsAdded = 0
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// for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
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@@ -1821,7 +1822,7 @@ const level = {
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who.collisionFilter.category = cat.map;
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who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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Matter.Body.setStatic(who, true); //make static
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World.add(engine.world, who); //add to world
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Composite.add(engine.world, who); //add to world
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}
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let r = 150
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let hexagon = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
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@@ -1908,7 +1909,7 @@ const level = {
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who.collisionFilter.category = cat.map;
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who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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Matter.Body.setStatic(who, true); //make static
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World.add(engine.world, who); //add to world
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Composite.add(engine.world, who); //add to world
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}
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//right side hexagons
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let r = 300
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@@ -2040,7 +2041,7 @@ const level = {
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}
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}
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let rows = [
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let columns = [
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() => {
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offset.y = 0
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outlineUpDown()
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@@ -2065,7 +2066,7 @@ const level = {
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rooms[3]()
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},
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]
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rows = shuffle(rows) //********************************* RUN THIS LINE IN THE FINAL VERSION ***************************************
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columns = shuffle(columns) //********************************* RUN THIS LINE IN THE FINAL VERSION ***************************************
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for (let i = 0; i < 3; i++) {
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if (i === 0) {
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isDoorLeft = false
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@@ -2078,7 +2079,7 @@ const level = {
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isDoorRight = false
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}
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offset.x = i * 2100
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rows[i]()
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columns[i]()
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}
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level.custom = () => {
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for (let i = 0, len = doCustom.length; i < len; i++) doCustom[i]() //runs all the active code from each room
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@@ -2187,7 +2188,7 @@ const level = {
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level.setPosToSpawn(0, -50); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 25, 100, 10);
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level.exit.x = 0;
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level.exit.y = 400;
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level.exit.y = 40000;
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level.defaultZoom = 1000
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simulation.zoomTransition(level.defaultZoom)
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// document.body.style.backgroundColor = "#aaa";
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@@ -2230,7 +2231,7 @@ const level = {
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spawn.setSpawnList();
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level.defaultZoom = 1500
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#ddd";
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document.body.style.backgroundColor = color.background //"#ddd";
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// simulation.draw.mapFill = "#444"
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// simulation.draw.bodyFill = "rgba(140,140,140,0.85)"
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// simulation.draw.bodyStroke = "#222"
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@@ -2241,7 +2242,7 @@ const level = {
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spawn.mapRect(-950, -1800, 8200, 800); //roof
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spawn.mapRect(-250, -400, 1000, 600); // shelf
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spawn.mapRect(-250, -1200, 1000, 550); // shelf roof
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// powerUps.spawnStartingPowerUps(600, -800);
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powerUps.spawnStartingPowerUps(600, -800);
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// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
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// powerUps.spawn(350, -800, "gun", false);
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@@ -2270,11 +2271,11 @@ const level = {
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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spawn.starter(1900, -500, 200) //big boy
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// spawn.starter(1900, -500, 200) //big boy
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// spawn.growBossCulture(1900, -500)
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// spawn.blinkBoss(1900, -500)
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// spawn.snakeBoss(1900, -500)
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// spawn.grenadierBoss(1900, -500)
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// spawn.growBossCulture(1900, -500)
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// spawn.sneaker(1900, -500)
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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@@ -2285,7 +2286,7 @@ const level = {
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// spawn.streamBoss(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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spawn.shieldingBoss(1600, -500)
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// spawn.grenadier(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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@@ -2718,7 +2719,7 @@ const level = {
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if (!(m.cycle % 60)) { //so much work to catch blocks caught at the bottom of the vertical portals
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let touching = Matter.Query.collides(map[removeIndex1], body)
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if (touching.length) {
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Matter.World.remove(engine.world, touching[0].bodyB);
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Matter.Composite.remove(engine.world, touching[0].bodyB);
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for (let i = 0, len = body.length; i < len; i++) {
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if (body[i].id === touching[0].bodyB.id) {
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body.splice(i, 1);
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@@ -2728,7 +2729,7 @@ const level = {
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}
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touching = Matter.Query.collides(map[removeIndex2], body)
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if (touching.length) {
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Matter.World.remove(engine.world, touching[0].bodyB);
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Matter.Composite.remove(engine.world, touching[0].bodyB);
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for (let i = 0, len = body.length; i < len; i++) {
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if (body[i].id === touching[0].bodyB.id) {
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body.splice(i, 1);
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@@ -3981,7 +3982,7 @@ const level = {
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powerUps.spawn(-4200, -700, "ammo");
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powerUps.spawn(-4000, -700, "ammo");
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spawn.mapRect(-4450, -1000, 100, 500);
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spawn.bodyRect(-3500, -750, 150, 150);
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spawn.bodyRect(-3300, -750, 150, 150);
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//building 1
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spawn.bodyRect(-1000, -675, 25, 25);
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@@ -4317,7 +4318,7 @@ const level = {
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stiffness: 0.0001815,
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length: 1
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});
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World.add(engine.world, cons[cons.length - 1]);
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Composite.add(engine.world, cons[cons.length - 1]);
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spawn.bodyRect(600, 525, 125, 125, 1, spawn.propsSlide); //weight
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spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
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@@ -4330,7 +4331,7 @@ const level = {
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stiffness: 0.0001815,
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length: 1
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});
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World.add(engine.world, cons[cons.length - 1]);
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Composite.add(engine.world, cons[cons.length - 1]);
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spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
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spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
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@@ -4344,7 +4345,7 @@ const level = {
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stiffness: 0.0005,
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length: 566
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});
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World.add(engine.world, cons[cons.length - 1]);
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Composite.add(engine.world, cons[cons.length - 1]);
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}
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//blocks
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spawn.bodyRect(-165, -150, 30, 35, 1);
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@@ -4569,7 +4570,7 @@ const level = {
|
||||
bodyB: map[map.length - 1],
|
||||
stiffness: 1
|
||||
});
|
||||
World.add(engine.world, consBB[consBB.length - 1]);
|
||||
Composite.add(engine.world, consBB[consBB.length - 1]);
|
||||
spawn.mapRect(-600 + 300, -2000 * 0.75, 1900, 50); //3rd floor
|
||||
spawn.mapRect(-600 + 2000 * 0.7, -2000 * 0.74, 50, 375); //center wall
|
||||
spawn.bodyRect(-600 + 2000 * 0.7, -2000 * 0.5 - 106, 50, 106); //center block under wall
|
||||
@@ -4757,7 +4758,7 @@ const level = {
|
||||
stiffness: 0.0002, //1217,
|
||||
length: 200
|
||||
});
|
||||
World.add(engine.world, cons[cons.length - 1]);
|
||||
Composite.add(engine.world, cons[cons.length - 1]);
|
||||
|
||||
spawn.bodyRect(2799, -870, 310, 290); //Gros bloc angle toit
|
||||
spawn.mapRect(4000, -1750, 50, 400); //Right Wall Cuve
|
||||
@@ -4806,7 +4807,7 @@ const level = {
|
||||
bodyB: map[map.length - 1],
|
||||
stiffness: 1
|
||||
});
|
||||
World.add(engine.world, consBB[consBB.length - 1]);
|
||||
Composite.add(engine.world, consBB[consBB.length - 1]);
|
||||
spawn.bodyRect(650, 50, 70, 50);
|
||||
spawn.bodyRect(300, 0, 100, 60);
|
||||
spawn.bodyRect(400, 0, 100, 150);
|
||||
@@ -4996,7 +4997,7 @@ const level = {
|
||||
stiffness: 0.00014,
|
||||
length: 120
|
||||
});
|
||||
World.add(engine.world, cons[cons.length - 1]);
|
||||
Composite.add(engine.world, cons[cons.length - 1]);
|
||||
spawn.bodyRect(0, -1250, 240, 190) //Fat cube ascenseur
|
||||
} else { /// Reversed spawn
|
||||
spawn.bodyRect(0, -650, 225, 175);
|
||||
@@ -5199,7 +5200,7 @@ const level = {
|
||||
map[len].collisionFilter.category = cat.map;
|
||||
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
||||
Matter.Body.setStatic(map[len], true); //make static
|
||||
World.add(engine.world, map[len]); //add to world
|
||||
Composite.add(engine.world, map[len]); //add to world
|
||||
simulation.draw.setPaths() //update map graphics
|
||||
}
|
||||
|
||||
@@ -5208,7 +5209,7 @@ const level = {
|
||||
len = body.length - 1
|
||||
body[len].collisionFilter.category = cat.body;
|
||||
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
||||
World.add(engine.world, body[len]); //add to world
|
||||
Composite.add(engine.world, body[len]); //add to world
|
||||
body[len].classType = "body"
|
||||
}
|
||||
|
||||
@@ -5656,8 +5657,8 @@ const level = {
|
||||
chair2 = Body.create({
|
||||
parts: [part4, part5, part6],
|
||||
});
|
||||
World.add(engine.world, [chair]);
|
||||
World.add(engine.world, [chair2]);
|
||||
Composite.add(engine.world, [chair]);
|
||||
Composite.add(engine.world, [chair2]);
|
||||
composite[composite.length] = chair;
|
||||
composite[composite.length] = chair2;
|
||||
body[body.length] = part1;
|
||||
@@ -5712,7 +5713,7 @@ const level = {
|
||||
rightLowerLeg, leftUpperLeg, rightUpperLeg
|
||||
],
|
||||
});
|
||||
World.add(engine.world, [person]);
|
||||
Composite.add(engine.world, [person]);
|
||||
composite[composite.length] = person
|
||||
body[body.length] = chest
|
||||
body[body.length] = head
|
||||
@@ -5773,7 +5774,7 @@ const level = {
|
||||
bodyB: map[map.length - 1],
|
||||
stiffness: 1
|
||||
});
|
||||
World.add(engine.world, consBB[consBB.length - 1]);
|
||||
Composite.add(engine.world, consBB[consBB.length - 1]);
|
||||
|
||||
//table + chaises
|
||||
spawn.mapRect(4025, -850, 50, 175);
|
||||
@@ -6371,23 +6372,23 @@ const level = {
|
||||
|
||||
//Boss Spawning
|
||||
if (simulation.difficulty > 10) {
|
||||
spawn.pulsarBoss(-400, -200);
|
||||
spawn.pulsarBoss(3600, -400);
|
||||
powerUps.chooseRandomPowerUp(4006, 400);
|
||||
powerUps.chooseRandomPowerUp(4407, 400);
|
||||
powerUps.spawnStartingPowerUps(4400, 400);
|
||||
if (simulation.difficulty > 30) {
|
||||
powerUps.chooseRandomPowerUp(4002, 400);
|
||||
powerUps.chooseRandomPowerUp(4004, 400);
|
||||
spawn.pulsarBoss(3600, -400);
|
||||
spawn.pulsarBoss(4200, 1000);
|
||||
if (simulation.difficulty > 60) {
|
||||
powerUps.chooseRandomPowerUp(4409, 400);
|
||||
spawn.pulsarBoss(4200, 1000);
|
||||
spawn.pulsarBoss(5800, -1200);
|
||||
if (simulation.difficulty > 80) {
|
||||
spawn.pulsarBoss(5800, -1200);
|
||||
spawn.pulsarBoss(-400, -200);
|
||||
if (simulation.difficulty > 100) {
|
||||
spawn.pulsarBoss(-400, -200);
|
||||
spawn.pulsarBoss(3600, -400);
|
||||
if (simulation.difficulty > 120) {
|
||||
spawn.pulsarBoss(3600, -400);
|
||||
spawn.pulsarBoss(-400, -200);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6541,7 +6542,7 @@ const level = {
|
||||
stiffness: 0.005,
|
||||
length: 700
|
||||
});
|
||||
World.add(engine.world, [cons[cons.length - 2], cons[cons.length - 1]]);
|
||||
Composite.add(engine.world, [cons[cons.length - 2], cons[cons.length - 1]]);
|
||||
|
||||
spawn.bodyRect(5225, -2525, 300, 75);
|
||||
spawn.bodyRect(4700, -2525, 100, 75, 0.5);
|
||||
@@ -6649,7 +6650,7 @@ const level = {
|
||||
stiffness: 0.002,
|
||||
length: 1000
|
||||
});
|
||||
World.add(engine.world, [cons[cons.length - 1], cons[cons.length - 2]])
|
||||
Composite.add(engine.world, [cons[cons.length - 1], cons[cons.length - 2]])
|
||||
}
|
||||
const boost1 = level.boost(4400, -1385, 1200)
|
||||
|
||||
@@ -6663,7 +6664,7 @@ const level = {
|
||||
|
||||
if (!buttonGreen.isUp) {
|
||||
if (!g) {
|
||||
Matter.World.remove(engine.world, cons[1])
|
||||
Matter.Composite.remove(engine.world, cons[1])
|
||||
cons.splice(1, 2)
|
||||
}
|
||||
g = true;
|
||||
@@ -6715,7 +6716,7 @@ const level = {
|
||||
body[len] = Matter.Bodies.polygon(Math.floor(Math.random() * 1700) + 1050, 100, Math.floor(Math.random() * 11) + 10, Math.floor(Math.random() * 20) + 15)
|
||||
body[len].collisionFilter.category = cat.body;
|
||||
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
|
||||
World.add(engine.world, body[len])
|
||||
Composite.add(engine.world, body[len])
|
||||
nextBlockSpawn = simulation.cycle + Math.floor(Math.random() * 60 + 30)
|
||||
}
|
||||
|
||||
@@ -6738,7 +6739,7 @@ const level = {
|
||||
y: slowY * body[i].velocity.y
|
||||
});
|
||||
if (body[i].mass < 0.05) {
|
||||
Matter.World.remove(engine.world, body[i])
|
||||
Matter.Composite.remove(engine.world, body[i])
|
||||
body.splice(i, 1)
|
||||
break
|
||||
}
|
||||
@@ -7169,7 +7170,7 @@ const level = {
|
||||
const compoundParts = Body.create({
|
||||
parts: [part1, part2, part3],
|
||||
});
|
||||
World.add(engine.world, [compoundParts]);
|
||||
Composite.add(engine.world, [compoundParts]);
|
||||
needGravity[needGravity.length] = compoundParts;
|
||||
composite[composite.length] = compoundParts;
|
||||
body[body.length] = part1;
|
||||
@@ -7198,7 +7199,7 @@ const level = {
|
||||
},
|
||||
stiffness: stiff
|
||||
});
|
||||
World.add(engine.world, cons[cons.length - 1]);
|
||||
Composite.add(engine.world, cons[cons.length - 1]);
|
||||
}
|
||||
|
||||
//I SINCERELY APOLOGIZE FOR THE ILLEGIBLE BLOCKS OF STRING CONCATENATION
|
||||
|
||||
Reference in New Issue
Block a user