launcher boss

This commit is contained in:
landgreen
2020-05-21 18:21:56 -07:00
parent a0f751bc4f
commit b053269e71
4 changed files with 117 additions and 124 deletions

View File

@@ -183,15 +183,15 @@ const level = {
spawn.boost(1500, 0, 900);
// spawn.bomberBoss(2900, -500)
// spawn.launcherBoss(1200, -500)
spawn.launcher(1600, -400)
// spawn.stabber(1600, -500)
spawn.launcherBoss(1200, -500)
// spawn.launcher(1600, -400)
// spawn.spawner(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shooter(1600, -500)
// spawn.striker(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "spiker")
// spawn.nodeBoss(1200, -500, "launcher")
// spawn.spiderBoss(1200, -500)
// spawn.timeSkipBoss(2900, -500)
// spawn.randomMob(1600, -500)

View File

@@ -244,7 +244,7 @@ const mobs = {
locatePlayer() { // updates mob's memory of player location
this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
this.seePlayer.position.x = player.position.x;
this.seePlayer.position.y = player.position.y
this.seePlayer.position.y = player.position.y;
},
// locatePlayerByDist() {
// if (this.distanceToPlayer2() < this.locateRange) {
@@ -886,52 +886,20 @@ const mobs = {
// }
}
},
launch() {
if (!mech.isBodiesAsleep) {
const setNoseShape = () => {
const mag = this.radius + this.radius * this.noseLength;
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
};
//throw a mob/bullet at player
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(game.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.1;
if (c > threshold) {
this.torque += 0.0000045 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.0000045 * this.inertia;
} else if (this.noseLength > 1.5) {
//fire
spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
const v = 15;
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + this.fireDir.x * v + Math.random(),
y: this.velocity.y + this.fireDir.y * v + Math.random()
});
this.noseLength = 0;
// recoil
this.force.x -= 0.005 * this.fireDir.x * this.mass;
this.force.y -= 0.005 * this.fireDir.y * this.mass;
}
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
setNoseShape();
} else if (this.noseLength > 0.1) {
this.noseLength -= this.fireFreq / 2;
setNoseShape();
}
// else if (this.noseLength < -0.1) {
// this.noseLength += this.fireFreq / 4;
// setNoseShape();
// }
}
},
// launch() {
// if (this.seePlayer.recall) {
// //fire
// spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
// const v = 15;
// Matter.Body.setVelocity(mob[mob.length - 1], {
// x: this.velocity.x + this.fireDir.x * v + Math.random(),
// y: this.velocity.y + this.fireDir.y * v + Math.random()
// });
// // recoil
// this.force.x -= 0.005 * this.fireDir.x * this.mass;
// this.force.y -= 0.005 * this.fireDir.y * this.mass;
// }
// },
turnToFacePlayer() {
//turn to face player
const dx = player.position.x - this.position.x;

View File

@@ -81,8 +81,8 @@ const spawn = {
}
},
randomLevelBoss(x, y) {
// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss"] // , "timeSkipBoss"
// other bosses: suckerBoss, laserBoss, tetherBoss, snakeBoss //all need a particular level to work so they are not included
const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss"] // , "timeSkipBoss"
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
//mob templates *********************************************************************************************
@@ -1437,69 +1437,97 @@ const spawn = {
this.timeLimit();
};
},
launcher(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
me.isVerticesChange = true
// Matter.Body.rotate(me, Math.PI)
me.memory = 120;
me.fireFreq = 0.0065 + Math.random() * 0.003;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.0006 * game.accelScale;
me.frictionAir = 0.04;
me.lookTorque = 0.0000028 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
// spawn.shield(me, x, y);
me.accelMag = 0.00002 * game.accelScale;
me.frictionStatic = 0;
me.friction = 0;
// me.memory = 200;
me.delay = 770 * game.CDScale;
me.cd = Infinity;
spawn.shield(me, x, y);
me.onDamage = function () {};
me.do = function () {
this.seePlayerByLookingAt();
if (!(game.cycle % this.seePlayerFreq)) { // this.seePlayerCheck(); from mobs
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
!mech.isStealth
) {
this.foundPlayer();
if (this.cd === Infinity) this.cd = game.cycle + this.delay * 0.3;
} else if (this.seePlayer.recall) {
this.lostPlayer();
this.cd = Infinity
}
}
this.checkStatus();
this.launch();
this.attraction();
if (this.seePlayer.recall && this.cd < game.cycle) {
this.cd = game.cycle + this.delay;
// this.torque += 0.0002 * this.inertia;
Matter.Body.setAngularVelocity(this, 0.14)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 5)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -8)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
}
};
},
launcherBoss(x, y, radius = 100) {
mobs.spawn(x, y, 3, radius, "rgb(175,125,255)");
launcherBoss(x, y, radius = 75 + Math.ceil(Math.random() * 20)) {
mobs.spawn(x, y, 7, radius, "rgb(150,150,255)");
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.accelMag = 0.000065 * game.accelScale;
me.memory = 720;
me.delay = 420 * game.CDScale;
me.cd = Infinity;
spawn.shield(me, x, y, 1);
me.onDamage = function () {};
Matter.Body.setDensity(me, 0.002 + 0.0002 * 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();
if (!(game.cycle % this.seePlayerFreq)) { // this.seePlayerCheck(); from mobs
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
!mech.isStealth
) {
this.foundPlayer();
if (this.cd === Infinity) this.cd = game.cycle + this.delay * 0.2;
} else if (this.seePlayer.recall) {
this.lostPlayer();
this.cd = Infinity
}
}
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)
this.attraction();
if (this.seePlayer.recall && this.cd < game.cycle) {
this.cd = game.cycle + this.delay;
// this.torque += 0.0002 * this.inertia;
Matter.Body.setAngularVelocity(this, 0.11)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 7)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
}
};
},
seeker(x, y, radius = 6, sides = 0) {
@@ -1511,9 +1539,9 @@ const spawn = {
this.explode(this.mass * 10);
};
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 420;
me.accelMag = 0.0004 * game.accelScale;
me.frictionAir = 0.033;
me.timeLeft = 380 * (0.8 + 0.4 * Math.random());
me.accelMag = 0.00012 * (0.8 + 0.4 * Math.random()) * game.accelScale;
me.frictionAir = 0.01 * (0.8 + 0.4 * Math.random());
me.restitution = 0.5;
me.leaveBody = false;
me.dropPowerUp = false;
@@ -1521,7 +1549,11 @@ const spawn = {
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
this.seePlayerCheck();
// this.seePlayer.yes = false;
this.seePlayer.recall = true;
this.seePlayer.position.x = player.position.x;
this.seePlayer.position.y = player.position.y;
this.attraction();
this.timeLimit();
};

View File

@@ -1,27 +1,16 @@
mob: launchers now have a new fire mechanic
mob: launcher boss
huge rework of code organization, this might produce some new bugs around mods
************** 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
lower tier of basic mods
33% chance for basic mod on each selection
make an odds variable that starts at 0% and gains 33% for each normal mod, resets to 0% after get a basic mod
don't track these mods for avoiding no repeats
@@ -40,7 +29,7 @@ make a lower tier of basic mods
spawn 2 heal
spawn 2 reroll //or 1?
improve movement fluidity, through mods, or default improvements
movement fluidity
let legs jump on mobs, but player will still take damage
like: ori and the blind forest, celeste
many of the movement abilities in these games require levels to be built around the ability
@@ -57,6 +46,9 @@ rays can have width, how to use this?
Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
wide lasers?
new type of mob vision that uses ray query with thickness
maybe use for bosses
bug - mines spawn extra mines when fired at thin map wall while jumping
mod - negative mass field move faster
@@ -83,7 +75,8 @@ boss levels - small levels just a boss, and maybe a few mobs
boss level for timeSkipBoss because of game instability for boss on normal levels
this might not fix issues
atmosphere levels: change the pace, give the user a rest between combat
atmosphere levels
change the pace, give the user a rest between combat
low or no combat, but more graphics
explore lore
find power ups in "wrecked" mechs representing previous simulations