launcher boss
This commit is contained in:
@@ -183,15 +183,15 @@ const level = {
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spawn.boost(1500, 0, 900);
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// spawn.bomberBoss(2900, -500)
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// spawn.launcherBoss(1200, -500)
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spawn.launcher(1600, -400)
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// spawn.stabber(1600, -500)
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spawn.launcherBoss(1200, -500)
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// spawn.launcher(1600, -400)
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// spawn.spawner(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shooter(1600, -500)
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// spawn.striker(1600, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.nodeBoss(1200, -500, "spiker")
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.spiderBoss(1200, -500)
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// spawn.timeSkipBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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60
js/mob.js
60
js/mob.js
@@ -244,7 +244,7 @@ const mobs = {
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locatePlayer() { // updates mob's memory of player location
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
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this.seePlayer.position.x = player.position.x;
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this.seePlayer.position.y = player.position.y
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this.seePlayer.position.y = player.position.y;
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},
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// locatePlayerByDist() {
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// if (this.distanceToPlayer2() < this.locateRange) {
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@@ -886,52 +886,20 @@ const mobs = {
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// }
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}
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},
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launch() {
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if (!mech.isBodiesAsleep) {
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const setNoseShape = () => {
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const mag = this.radius + this.radius * this.noseLength;
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this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
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this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
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};
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//throw a mob/bullet at player
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if (this.seePlayer.recall) {
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//set direction to turn to fire
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if (!(game.cycle % this.seePlayerFreq)) {
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this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
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}
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//rotate towards fireAngle
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const angle = this.angle + Math.PI / 2;
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c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
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const threshold = 0.1;
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if (c > threshold) {
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this.torque += 0.0000045 * this.inertia;
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} else if (c < -threshold) {
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this.torque -= 0.0000045 * this.inertia;
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} else if (this.noseLength > 1.5) {
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//fire
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spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
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const v = 15;
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x + this.fireDir.x * v + Math.random(),
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y: this.velocity.y + this.fireDir.y * v + Math.random()
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});
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this.noseLength = 0;
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// recoil
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this.force.x -= 0.005 * this.fireDir.x * this.mass;
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this.force.y -= 0.005 * this.fireDir.y * this.mass;
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}
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if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
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setNoseShape();
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} else if (this.noseLength > 0.1) {
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this.noseLength -= this.fireFreq / 2;
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setNoseShape();
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}
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// else if (this.noseLength < -0.1) {
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// this.noseLength += this.fireFreq / 4;
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// setNoseShape();
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// launch() {
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// if (this.seePlayer.recall) {
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// //fire
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// spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
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// const v = 15;
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// Matter.Body.setVelocity(mob[mob.length - 1], {
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// x: this.velocity.x + this.fireDir.x * v + Math.random(),
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// y: this.velocity.y + this.fireDir.y * v + Math.random()
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// });
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// // recoil
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// this.force.x -= 0.005 * this.fireDir.x * this.mass;
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// this.force.y -= 0.005 * this.fireDir.y * this.mass;
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// }
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}
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},
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// },
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turnToFacePlayer() {
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//turn to face player
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const dx = player.position.x - this.position.x;
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144
js/spawn.js
144
js/spawn.js
@@ -81,8 +81,8 @@ const spawn = {
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}
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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", "spiderBoss"] // , "timeSkipBoss"
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// other bosses: 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", "spiderBoss", "launcherBoss"] // , "timeSkipBoss"
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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//mob templates *********************************************************************************************
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@@ -1437,69 +1437,97 @@ const spawn = {
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this.timeLimit();
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};
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},
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launcher(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
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launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
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mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
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me.isVerticesChange = true
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// Matter.Body.rotate(me, Math.PI)
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me.memory = 120;
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me.fireFreq = 0.0065 + Math.random() * 0.003;
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me.noseLength = 0;
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me.fireAngle = 0;
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me.accelMag = 0.0006 * game.accelScale;
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me.frictionAir = 0.04;
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me.lookTorque = 0.0000028 * (Math.random() > 0.5 ? -1 : 1);
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me.fireDir = {
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x: 0,
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y: 0
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};
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me.onDeath = function () { //helps collisions functions work better after vertex have been changed
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
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}
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// spawn.shield(me, x, y);
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me.accelMag = 0.00002 * game.accelScale;
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me.frictionStatic = 0;
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me.friction = 0;
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// me.memory = 200;
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me.delay = 770 * game.CDScale;
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me.cd = Infinity;
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spawn.shield(me, x, y);
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me.onDamage = function () {};
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me.do = function () {
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this.seePlayerByLookingAt();
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if (!(game.cycle % this.seePlayerFreq)) { // this.seePlayerCheck(); from mobs
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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if (this.cd === Infinity) this.cd = game.cycle + this.delay * 0.3;
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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this.cd = Infinity
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}
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}
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this.checkStatus();
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this.launch();
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this.attraction();
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if (this.seePlayer.recall && this.cd < game.cycle) {
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this.cd = game.cycle + this.delay;
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// this.torque += 0.0002 * this.inertia;
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Matter.Body.setAngularVelocity(this, 0.14)
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//fire a bullet from each vertex
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for (let i = 0, len = this.vertices.length; i < len; i++) {
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spawn.seeker(this.vertices[i].x, this.vertices[i].y, 5)
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//give the bullet a rotational velocity as if they were attached to a vertex
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const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -8)
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x + velocity.x,
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y: this.velocity.y + velocity.y
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});
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}
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}
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};
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},
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launcherBoss(x, y, radius = 100) {
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mobs.spawn(x, y, 3, radius, "rgb(175,125,255)");
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launcherBoss(x, y, radius = 75 + Math.ceil(Math.random() * 20)) {
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mobs.spawn(x, y, 7, radius, "rgb(150,150,255)");
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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me.isVerticesChange = true
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me.memory = 240;
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me.homePosition = {
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x: x,
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y: y
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};
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me.fireFreq = 0.015;
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me.noseLength = 0;
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me.fireAngle = 0;
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me.accelMag = 0.005 * game.accelScale;
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me.frictionAir = 0.05;
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me.lookTorque = 0.000007 * (Math.random() > 0.5 ? -1 : 1);
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me.fireDir = {
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x: 0,
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y: 0
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};
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Matter.Body.setDensity(me, 0.02 + 0.0008 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.accelMag = 0.000065 * game.accelScale;
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me.memory = 720;
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me.delay = 420 * game.CDScale;
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me.cd = Infinity;
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spawn.shield(me, x, y, 1);
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me.onDamage = function () {};
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Matter.Body.setDensity(me, 0.002 + 0.0002 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function () {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
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};
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me.do = function () {
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this.seePlayerByLookingAt();
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if (!(game.cycle % this.seePlayerFreq)) { // this.seePlayerCheck(); from mobs
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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if (this.cd === Infinity) this.cd = game.cycle + this.delay * 0.2;
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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this.cd = Infinity
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}
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}
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this.checkStatus();
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this.launch();
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//gently return to starting location
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const sub = Vector.sub(this.homePosition, this.position)
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const dist = Vector.magnitude(sub)
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if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
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this.attraction();
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if (this.seePlayer.recall && this.cd < game.cycle) {
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this.cd = game.cycle + this.delay;
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// this.torque += 0.0002 * this.inertia;
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Matter.Body.setAngularVelocity(this, 0.11)
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//fire a bullet from each vertex
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for (let i = 0, len = this.vertices.length; i < len; i++) {
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spawn.seeker(this.vertices[i].x, this.vertices[i].y, 7)
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//give the bullet a rotational velocity as if they were attached to a vertex
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const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -10)
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x + velocity.x,
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y: this.velocity.y + velocity.y
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});
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}
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}
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};
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},
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seeker(x, y, radius = 6, sides = 0) {
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@@ -1511,9 +1539,9 @@ const spawn = {
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this.explode(this.mass * 10);
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};
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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me.timeLeft = 420;
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me.accelMag = 0.0004 * game.accelScale;
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me.frictionAir = 0.033;
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me.timeLeft = 380 * (0.8 + 0.4 * Math.random());
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me.accelMag = 0.00012 * (0.8 + 0.4 * Math.random()) * game.accelScale;
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me.frictionAir = 0.01 * (0.8 + 0.4 * Math.random());
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me.restitution = 0.5;
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me.leaveBody = false;
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me.dropPowerUp = false;
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@@ -1521,7 +1549,11 @@ const spawn = {
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me.collisionFilter.category = cat.mobBullet;
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me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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me.do = function () {
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this.seePlayerCheck();
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// this.seePlayer.yes = false;
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this.seePlayer.recall = true;
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this.seePlayer.position.x = player.position.x;
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this.seePlayer.position.y = player.position.y;
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this.attraction();
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this.timeLimit();
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};
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27
todo.txt
27
todo.txt
@@ -1,27 +1,16 @@
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mob: launchers now have a new fire mechanic
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mob: launcher boss
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huge rework of code organization, this might produce some new bugs around mods
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************** TODO - n-gon **************
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new bug
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NaN: player position, velocity, and mouse
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level 1 skyscrapers: hard
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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)
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only mod was quantum immortality
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only gun grenades
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mob: hoppers
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mob: shooters
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mob: boss shooter
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best guess is something to do with the renamed mods
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launchers shouldn't have to face the player
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fire after a spin
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give bullets velocity from spin
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mob boss - launcher
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impact shear buff to 3 nails?
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make a lower tier of basic mods
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lower tier of basic mods
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33% chance for basic mod on each selection
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make an odds variable that starts at 0% and gains 33% for each normal mod, resets to 0% after get a basic mod
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don't track these mods for avoiding no repeats
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@@ -40,7 +29,7 @@ make a lower tier of basic mods
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spawn 2 heal
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spawn 2 reroll //or 1?
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improve movement fluidity, through mods, or default improvements
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movement fluidity
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let legs jump on mobs, but player will still take damage
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like: ori and the blind forest, celeste
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many of the movement abilities in these games require levels to be built around the ability
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@@ -57,6 +46,9 @@ rays can have width, how to use this?
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Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
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wide lasers?
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new type of mob vision that uses ray query with thickness
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maybe use for bosses
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bug - mines spawn extra mines when fired at thin map wall while jumping
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mod - negative mass field move faster
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@@ -83,7 +75,8 @@ boss levels - small levels just a boss, and maybe a few mobs
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boss level for timeSkipBoss because of game instability for boss on normal levels
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this might not fix issues
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atmosphere levels: change the pace, give the user a rest between combat
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atmosphere levels
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change the pace, give the user a rest between combat
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low or no combat, but more graphics
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explore lore
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find power ups in "wrecked" mechs representing previous simulations
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Reference in New Issue
Block a user