hopMother
new mob type: hopMother - hoppers that drop eggs that explode on contact and after several seconds they hatch into baby hoppers regular hopper mobs have more life and more damage a few bug fixes
This commit is contained in:
472
js/level.js
472
js/level.js
@@ -10,7 +10,7 @@ const level = {
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// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
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//see level.populateLevels: (intro, ... , reservoir or factory, reactor, ... , subway, final) added later
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock"],
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communityLevels: ["gauntlet", "stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour", "superNgonBros", "underpass", "cantilever", "dojo", "tlinat", "ruins", "ace", "crimsonTowers"],
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communityLevels: ["gauntlet", "stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour", "superNgonBros", "underpass", "cantilever", "tlinat", "ruins", "ace", "crimsonTowers"],
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trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon", "diamagnetism"],
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levels: [],
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start() {
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@@ -27,7 +27,7 @@ const level = {
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.couplingChange(10)
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// m.setField("molecular assembler") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// m.setField("standing wave") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole
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// m.energy = 0
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// simulation.molecularMode = 2
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// m.damage(0.1);
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@@ -48,10 +48,10 @@ const level = {
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.testing();
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// for (let i = 0; i < 10; ++i) spawn.sniper(1900, -500)
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// for (let i = 0; i < 1; ++i) spawn.slasher2(1900, -500)
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// level.testing();
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// for (let i = 0; i < 4; ++i) spawn.hopMother(1900, -500)
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// for (let i = 0; i < 0; ++i) spawn.hopper(1900, -500)
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// for (let i = 0; i < 1; ++i) spawn.shooterBoss(1900, -2500)
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// spawn.suckerBoss(1900, -500, 25)
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// spawn.slasher2(2000, -1150)
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@@ -1915,7 +1915,7 @@ const level = {
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const mover = level.mover(2800, -300, 1000, 25); //x,y,width.height,VxGoal,force
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const train = level.transport(2900, -500, 500, 25, 8); //x,y,width.height,VxGoal,force
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spawn.bodyRect(1900, -550, 50, 50);
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// spawn.bodyRect(1900, -550, 50, 50);
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const button = level.button(2535, -200)
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// spawn.bodyRect(250, -450, 50, 50); //block on button
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@@ -5026,15 +5026,15 @@ const level = {
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powerUps.directSpawn(x + 50, y - 1525, "ammo");
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powerUps.directSpawn(x + 1950, y - 1525, "ammo");
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powerUps.directSpawn(x + 1900, y - 1525, "ammo");
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spawn.hopMomBoss(x + 800, y + -2200)
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spawn.hopMotherBoss(x + 800, y + -2200)
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for (let i = 0; i < 6; ++i) spawn.hopBullet(x + 150 + 750 * Math.random(), y + -1600)
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for (let i = 0; i < 6; ++i) spawn.hopBullet(x + 1100 + 750 * Math.random(), y + -1600)
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spawn.hopper(x + 1550, y + -775);
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spawn.hopper(x + 500, y + -775);
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spawn.hopper(x + 1400, y + -775);
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spawn.hopper(x + 550, y + -775);
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spawn.hopper(x + 525, y + -1475);
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spawn.hopper(x + 1550, y + -1500);
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spawn.hopMother(x + 1400, y + -775);
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spawn.hopMother(x + 550, y + -775);
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spawn.hopMother(x + 525, y + -1475);
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spawn.hopMother(x + 1550, y + -1500);
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}
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}
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}
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@@ -25602,456 +25602,6 @@ const level = {
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};
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powerUps.addResearchToLevel(); //needs to run after mobs are spawned
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},
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dojo() { // By
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simulation.makeTextLog(`<strong>underpass</strong> by <span class='color-var'>weird_pusheen</span>`);
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const vanishes = [];
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const smoofes = [];
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const leftRotor = level.rotor(-550, 900, 950, 25);
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leftRotor.frictionAir = 0.01;
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var leftSchwoof = level.boost(-20, -60, -2000);
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var rightSchwoof = level.button(2550, -50);
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var rightSchwoofState = false;
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var rightSchwoofLive = true;
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spawn.mapRect(2513, -39, 200, 100);
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var pathPoints = [
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[0, 0], // Index 0 is owned by M and is set to M's position during play
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// this means that occasionally the boss will bonk M on the way to somewhere else, which gives it a chance to hurt M and gives the player a chance to hurt it
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[250, -750], /* Left bases */
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[250, -2500],
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[350, -1500], // Left doorway
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[1150, -1500], // Home base
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[1150, -2750], // Upper base
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[1950, -1500], // Right doorway
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[2050, -750], /* Right bases */
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[2050, -2500],
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[-150, -250], // Left porthole
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];
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function isntIn(point, array) {
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for (var x = 0; x < array.length; x++) {
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if (point[0] == array[x][0] && point[1] == array[x][1]) {
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return false;
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}
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}
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return true;
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}
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function isObstructed(v1, v2) {
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var ret = Matter.Query.ray(map,
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{
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x: v1[0],
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y: v1[1],
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},
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{
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x: v2[0],
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y: v2[1]
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}).length != 0;
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return ret; // Kinda-ish stolen from mob.js
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}
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function pythag(p1, p2) {
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var dx = p1[0] - p2[0];
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var dy = p1[1] - p2[1];
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return Math.sqrt(dx * dx + dy * dy);
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}
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var path = undefined; // This is a stupid way to go about pathfinding code. I might even clean it up!
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function pathFind(goalPoint, startPoint, curPath = []) {
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var myPoint = startPoint;
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if (curPath.length) {
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myPoint = curPath[curPath.length - 1];
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}
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if (path && (curPath.length >= path.length)) { // If we've already found a shorter or equal path, no reason to continue and waste CPU time
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return; // Minimizes for HOP COUNT, not PATH LENGTH - path length was buggy
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}
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if (!isObstructed(myPoint, goalPoint)) { // If the line to the goal point ain't blocked by a map object, we've arrived!
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path = [...curPath];
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path.push(goalPoint);
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return;
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}
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pathPoints.forEach(testPoint => {
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if (isntIn(testPoint, curPath)) { // If it's reusing points, there's clearly something wrong
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if (!isObstructed(myPoint, testPoint)) { // If the line to the test point ain't blocked by a map object
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var thing = [...curPath];
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thing.push(testPoint);
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pathFind(goalPoint, startPoint, thing); // Branch to a valid test point
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}
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}
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});
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}
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level.setPosToSpawn(1200, 500);
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level.exit.x = 51500;
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level.exit.y = -1875;
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.defaultZoom = 1500;
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#d8dadf";
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spawn.mapRect(-500, 0, 3300, 300); // Floor
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spawn.mapRect(-100, -3000, 2500, 100); // Ceiling
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spawn.mapRect(-200, -3000, 100, 2600); // Left wall
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spawn.mapRect(2400, -3000, 100, 3000); // Right wall
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spawn.mapRect(500, -1000, 100, 500); /* obstruction blocks */
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smoofes.push(map[map.length - 1]);
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spawn.mapRect(500, -2500, 100, 500);
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smoofes.push(map[map.length - 1]);
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spawn.mapRect(1700, -1000, 100, 500);
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smoofes.push(map[map.length - 1]);
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spawn.mapRect(1700, -2500, 100, 500);
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smoofes.push(map[map.length - 1]);
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spawn.mapRect(-1000, 550, 200, 50); // Left chonky stepppp low
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spawn.mapRect(-800, 300, 200, 50); // Left chonky stepppp high
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spawn.mapVertex(-1000, 1200, "0 0 100 0 700 500 700 700 0 700"); // Left chonky
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spawn.mapRect(3100, 550, 200, 50); // Right chonky stepppp low
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spawn.mapRect(2900, 300, 200, 50); // Right chonky stepppp high
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spawn.mapVertex(3300, 1200, "0 0 -100 0 -700 500 -700 700 0 700"); // Right chonky
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const leftElevator = level.elevator(-1400 - 300, 1450, 300, 100, 500);
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const rightElevator = level.elevator(-1400 + 5100, 1450, 300, 100, 500);
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spawn.mapRect(-150, -1700, 200, 50);
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spawn.mapRect(400, -2050, 200, 50);
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spawn.mapRect(1600, -1000, 200, 50);
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spawn.randomMob(1200, 700);
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spawn.randomMob(600, 1000);
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spawn.randomMob(1800, 1000);
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spawn.randomMob(3200, 400);
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spawn.randomMob(3000, 200);
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spawn.randomMob(-900, 400);
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spawn.randomMob(-700, 200);
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spawn.randomMob(1200, 1000);
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for (var i = 0; i < 4; i++) {
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spawn.randomSmallMob(Math.random() * 600 - 600, Math.random() * 3000 - 400);
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}
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spawn.grenadier(-300, -1000);
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spawn.grenadier(2600, -1000);
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spawn.mapRect(-1400, 1450, 5100, 100); // The True Floor
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const slime = level.hazard(-1250, 1400, 4800, 50);
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slime.maxHeight = 600;
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simulation.draw.body = function () {
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ctx.beginPath();
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for (let i = 0, len = body.length; i < len; ++i) {
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if (!body[i].hidden) {
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let vertices = body[i].vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1; j < vertices.length; j++) {
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ctx.lineTo(vertices[j].x, vertices[j].y);
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}
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ctx.lineTo(vertices[0].x, vertices[0].y);
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}
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}
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ctx.lineWidth = 2;
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ctx.fillStyle = color.block;
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ctx.fill();
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ctx.strokeStyle = color.blockS;
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ctx.stroke();
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} // Override the old draw code to allow intelligent hiding of blocks - preferably this becomes official code because it's just a single added if statement and makes a lot of things cleaner and more intelligent
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const vanish = function (x, y, width, height) { // normal vanishes don't work well on my map for some reason, so I rewrote
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x += width / 2;
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y += height / 2;
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const getVertices = function (bX, bY, bW, bH) { return [{ x: bX, y: bY, index: 0, isInternal: false }, { x: bX + bW, y: bY, index: 1, isInternal: false }, { x: bX + bW, y: bY + bH, index: 4, isInternal: false }, { x: bX, y: bY + bH, index: 3, isInternal: false }] };
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const cMask = cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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const vertices = getVertices(x, y, width, height);
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const block = body[body.length] = Bodies.fromVertices(x, y, vertices, {
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collisionFilter: {
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category: cat.map,
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mask: cMask
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},
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isNoSetCollision: true,
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inertia: Infinity, //prevents rotation
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isNotHoldable: true,
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isNonStick: true, //this keep sporangium from sticking
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isTouched: false,
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cWidth: width,
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hiddenCycle: 0,
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isStatic: true,
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query() {
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if (this.cWidth <= 0) {
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if (this.cWidth > -100) {
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this.cWidth = -100;
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Matter.Body.setVertices(this, vertices);
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}
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this.isTouched = false;
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this.collisionFilter.mask = undefined;
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this.hidden = true;
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this.hiddenCycle++;
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if (this.hiddenCycle > 100) {
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if (Matter.Query.collides(this, [player]).length) {
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this.hiddenCycle = 50;
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}
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else {
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this.hiddenCycle = 0;
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this.cWidth = width;
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this.collisionFilter.mask = cMask;
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this.hidden = false;
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}
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}
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}
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else if (this.isTouched) {
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Matter.Body.setVertices(this, getVertices(x, y, this.cWidth, height * (this.cWidth / width)));
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this.cWidth -= 3;
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}
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else if (Matter.Query.collides(this, [player]).length) { // Elseif short circuit avoids expensive collision detection
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this.isTouched = true;
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}
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}
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});
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return block;
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};
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vanishes.push(vanish(800, 800, 800, 50));
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vanishes.push(vanish(400, 1100, 400, 50));
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vanishes.push(vanish(1600, 1100, 400, 50));
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spawn.bodyRect(1700, 812, 300, 25, 1, {
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collisionFilter: {
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category: cat.body,
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mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.map
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},
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isNoSetCollision: true,
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isNotHoldable: true,
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isNonStick: true, //this keep sporangium from sticking
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restitution: 1,
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friction: 0,
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frictionAir: 0,
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frictionStatic: 0,
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query() {
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Matter.Body.setAngularVelocity(this, 0);
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Matter.Body.applyForce(this, this.position, {
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x: 0,
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y: -(this.position.y - 812) * 0.002
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});
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}
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});
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const zigzag = body[body.length - 1];
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Matter.Body.applyForce(zigzag, zigzag.position, {
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x: 0.1,
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y: 0
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});
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var buttonWasDown = false;
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level.customTopLayer = () => {
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}
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level.custom = () => {
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rightSchwoof.isUp = false;
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level.exit.drawAndCheck();
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leftSchwoof.query();
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level.enter.draw();
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pathPoints[0][0] = m.pos.x;
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pathPoints[0][1] = m.pos.y;
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leftElevator.move();
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rightElevator.move();
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slime.query();
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zigzag.query();
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slime.levelRise(0.2);
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for (var i = 0; i < vanishes.length; i++) {
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vanishes[i].query();
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}
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if (!rightSchwoofState) {
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var math = m.pos.y < leftRotor.position.y;
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Matter.Body.setAngularVelocity(leftRotor, (math ? 1 : -1) * Math.PI / 45);
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}
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if (rightSchwoofLive) {
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rightSchwoof.query();
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rightSchwoof.draw();
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if (rightSchwoofState) {
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ctx.fillStyle = "lightgreen";
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}
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else {
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ctx.fillStyle = "red";
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}
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ctx.beginPath();
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ctx.arc(2615, -220, 40, 0, Math.PI * 2);
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ctx.fill();
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}
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if (rightSchwoof.isUp) {
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buttonWasDown = true;
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}
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else if (buttonWasDown) {
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buttonWasDown = false;
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rightSchwoofState = !rightSchwoofState;
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}
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if (Matter.Query.collides(player, smoofes).length) {
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Matter.Body.applyForce(player, player.position, {
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x: 0,
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y: -0.015
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});
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}
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};
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mobs.spawn(500, -500, 10, 100, "yellow"); /* TacticalBoss
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Modes:
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Spawn:
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Pathfinds to a point above M and starts dropping mobs. Learns which mobs to drop to cause the most damage, of course.
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Occasionally strikes at M.
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Hide:
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Pathfinds to the point furthest from M
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Strike:
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Pathfind really, really fast to M
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Recharge:
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Stop moving for a bit to "recharge" (this is so the player has a chance to hit it)
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It must always Hide or Recharge after Spawning or Striking. Which one it does is based on some factor I'll figure out.
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Pathfinding is a hypersimplified algorithm with hard-coded "points" that it can travel between. M is one of these.
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*/
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var boss = mob[mob.length - 1];
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boss.isBoss = true;
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boss.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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boss.onDeath = function () {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y);
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level.exit.x = 2560;
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level.exit.y = -90;
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rightSchwoofLive = false;
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};
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var spawnables = {};
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["hopper", "stabber", "springer", "striker", "sneaker", "grower"].forEach((m) => { /* Used to be spawn.fullPickList, but some of those mobs don't do collision-only damage and would thus never be properly selected for */
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if (spawn[m]) {
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spawnables[m] = {
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fun: spawn[m],
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name: m,
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weight: 1
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}
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}
|
||||
});
|
||||
boss.stabCycle = 0;
|
||||
boss.spawnCycle = 0;
|
||||
function spawny() {
|
||||
var totalWeight = 0;
|
||||
Object.keys(spawnables).forEach(key => {
|
||||
totalWeight += spawnables[key].weight;
|
||||
});
|
||||
var cursorWeight = 0;
|
||||
var choice = Math.random();
|
||||
var mC = undefined;
|
||||
Object.values(spawnables).forEach((thing) => {
|
||||
var lower = cursorWeight / totalWeight;
|
||||
cursorWeight += thing.weight;
|
||||
var upper = cursorWeight / totalWeight;
|
||||
if ((choice > lower && choice <= upper) || !mC) {
|
||||
mC = thing;
|
||||
}
|
||||
});
|
||||
mC.fun(boss.position.x, boss.position.y);
|
||||
var sp = mob[mob.length - 1];
|
||||
sp.typeName = mC.name;
|
||||
sp.onHit = () => {
|
||||
spawnables[sp.typeName].weight += 1;
|
||||
};
|
||||
var oldFun = sp.onDeath;
|
||||
sp.onDeath = () => { /* Mobs that die are worth less */
|
||||
oldFun.call(sp);
|
||||
spawnables[sp.typeName].weight -= 0.3; /* But not too much less */
|
||||
};
|
||||
}
|
||||
boss.spawnDelay = 40;
|
||||
boss.mode = "hide";
|
||||
boss.modeSwitch = -1; // Randomize mode immediately
|
||||
boss.damageReduction = 0.1;
|
||||
var oldOnHit = boss.onHit;
|
||||
boss.onHit = () => {
|
||||
boss.modeSwitch = -1; // After striking the player, always switch modes
|
||||
oldOnHit.call(boss);
|
||||
};
|
||||
boss.do = () => {
|
||||
path = undefined;
|
||||
var pfGoal = [0, 0];
|
||||
boss.modeSwitch--;
|
||||
if (boss.modeSwitch < 0) {
|
||||
if (!boss.isShielded) {
|
||||
spawn.shield(boss, boss.position.x, boss.position.y, 0.75); // Every time the mode switches, have a 75% chance to gain a new shield
|
||||
}
|
||||
if (boss.mode == "hide" || boss.mode == "recharge") {
|
||||
if (Math.random() > 0.5) {
|
||||
boss.mode = "spawn";
|
||||
}
|
||||
else {
|
||||
boss.mode = "strike";
|
||||
}
|
||||
boss.modeSwitch = 600;
|
||||
}
|
||||
else {
|
||||
if (boss.mode == "strike") {
|
||||
boss.mode = "hide"; // Always hides after striking
|
||||
}
|
||||
else {
|
||||
if (Math.random() > 0.5) {
|
||||
boss.mode = "hide";
|
||||
}
|
||||
else {
|
||||
boss.mode = "recharge"; // same when it goes into recharge mode
|
||||
spawn.shield(boss, boss.position.x, boss.position.y, 1);
|
||||
}
|
||||
}
|
||||
boss.modeSwitch = 200;
|
||||
}
|
||||
}
|
||||
if (boss.mode == "hide") { /* Find the furthest point from M and get to it */
|
||||
var longest = 0;
|
||||
pathPoints.forEach(item => {
|
||||
if (item[0] == 1150) {
|
||||
return;
|
||||
}
|
||||
var iL = pythag(item, [m.pos.x, m.pos.y]);
|
||||
if (iL > longest) {
|
||||
longest = iL;
|
||||
pfGoal = item;
|
||||
}
|
||||
});
|
||||
}
|
||||
else if (boss.mode == "strike") {
|
||||
pfGoal = pathPoints[0]; // Target M
|
||||
}
|
||||
else if (boss.mode == "spawn") {
|
||||
pfGoal = pathPoints[4]; // Go to Home Base to spawn
|
||||
}
|
||||
if (boss.mode != "recharge") {
|
||||
if (m.pos.x > 2350 || m.pos.x < -150 || m.pos.y > 50) {
|
||||
boss.mode = "hide";
|
||||
}
|
||||
pathFind(pfGoal, [boss.position.x, boss.position.y]);
|
||||
if (!path) {
|
||||
return; // If it couldn't pathfind, just drift
|
||||
}
|
||||
var goalX = path[0][0];
|
||||
var goalY = path[0][1];
|
||||
|
||||
var dX = goalX - boss.position.x;
|
||||
var dY = goalY - boss.position.y;
|
||||
var hyp = Math.sqrt(dX * dX + dY * dY);
|
||||
Matter.Body.applyForce(boss, {
|
||||
x: goalX,
|
||||
y: goalY
|
||||
}, {
|
||||
x: dX / hyp * 0.04 * (boss.mode == "strike" ? 2 : 1),
|
||||
y: dY / hyp * 0.04 * (boss.mode == "strike" ? 2 : 1)// - 0.005
|
||||
});
|
||||
}
|
||||
if (boss.mode == "spawn") {
|
||||
boss.stabCycle++;
|
||||
if (boss.stabCycle > 25) {
|
||||
if (Math.abs(dX) < 200 && dY > 0) {
|
||||
Matter.Body.applyForce(boss, {
|
||||
x: player.position.x,
|
||||
y: player.position.y
|
||||
}, {
|
||||
x: 0,
|
||||
y: 5
|
||||
});
|
||||
}
|
||||
boss.stabCycle = 0;
|
||||
}
|
||||
boss.spawnCycle++;
|
||||
if (boss.spawnCycle > boss.spawnDelay) {
|
||||
spawny();
|
||||
boss.spawnDelay += 4;
|
||||
boss.spawnCycle = 0;
|
||||
}
|
||||
}
|
||||
};
|
||||
boss.showHealthBar = true;
|
||||
powerUps.addResearchToLevel() //needs to run after mobs are spawned
|
||||
},
|
||||
tlinat() { // _Destined_ formerly Richard0820#2652
|
||||
simulation.makeTextLog(`<strong>tlinat</strong> by <span class='color-var'>Richard0820</span>`);
|
||||
simulation.fallHeight = 1 / 0, level.setPosToSpawn(0, -1e3), level.exit.x = 5100, level.exit.y = 3770, spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20), spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20), level.defaultZoom = 3000, simulation.zoomTransition(level.defaultZoom), document.body.style.backgroundColor = "#d8dadf";
|
||||
|
||||
Reference in New Issue
Block a user