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:
landgreen
2023-09-30 20:02:50 -07:00
parent bf5f8661fc
commit b14f2c1eca
6 changed files with 168 additions and 521 deletions

View File

@@ -4925,7 +4925,7 @@ const b = {
return tech.dynamoBotCount + tech.foamBotCount + tech.soundBotCount + tech.nailBotCount + tech.laserBotCount + tech.boomBotCount + tech.orbitBotCount + tech.plasmaBotCount + tech.missileBotCount
},
hasBotUpgrade() {
return tech.isNailBotUpgrade + tech.isFoamBotUpgrade + tech.isBoomBotUpgrade + tech.isLaserBotUpgrade + tech.isOrbitBotUpgrade + tech.isDynamoBotUpgrade
return tech.isNailBotUpgrade + tech.isFoamBotUpgrade + tech.isBoomBotUpgrade + tech.isLaserBotUpgrade + tech.isOrbitBotUpgrade + tech.isDynamoBotUpgrade + tech.isSoundBotUpgrade
},
convertBotsTo(type) { //type can be a string like "dynamoBotCount"
const totalPermanentBots = b.totalBots()

View File

@@ -1372,7 +1372,7 @@ window.addEventListener("keydown", function (event) {
}
break
}
if (b.inventory.length > 1 && !simulation.testing) {
if (b.inventory.length > 1 && !simulation.testing && !tech.isGunCycle) {
switch (event.code) {
case "Digit1":
simulation.switchToGunInInventory(0);

View File

@@ -10,7 +10,7 @@ const level = {
// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
//see level.populateLevels: (intro, ... , reservoir or factory, reactor, ... , subway, final) added later
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock"],
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"],
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"],
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon", "diamagnetism"],
levels: [],
start() {
@@ -27,7 +27,7 @@ const level = {
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.couplingChange(10)
// 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
// 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
// m.energy = 0
// simulation.molecularMode = 2
// m.damage(0.1);
@@ -48,10 +48,10 @@ const level = {
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.testing();
// for (let i = 0; i < 10; ++i) spawn.sniper(1900, -500)
// for (let i = 0; i < 1; ++i) spawn.slasher2(1900, -500)
// level.testing();
// for (let i = 0; i < 4; ++i) spawn.hopMother(1900, -500)
// for (let i = 0; i < 0; ++i) spawn.hopper(1900, -500)
// for (let i = 0; i < 1; ++i) spawn.shooterBoss(1900, -2500)
// spawn.suckerBoss(1900, -500, 25)
// spawn.slasher2(2000, -1150)
@@ -1915,7 +1915,7 @@ const level = {
const mover = level.mover(2800, -300, 1000, 25); //x,y,width.height,VxGoal,force
const train = level.transport(2900, -500, 500, 25, 8); //x,y,width.height,VxGoal,force
spawn.bodyRect(1900, -550, 50, 50);
// spawn.bodyRect(1900, -550, 50, 50);
const button = level.button(2535, -200)
// spawn.bodyRect(250, -450, 50, 50); //block on button
@@ -5026,15 +5026,15 @@ const level = {
powerUps.directSpawn(x + 50, y - 1525, "ammo");
powerUps.directSpawn(x + 1950, y - 1525, "ammo");
powerUps.directSpawn(x + 1900, y - 1525, "ammo");
spawn.hopMomBoss(x + 800, y + -2200)
spawn.hopMotherBoss(x + 800, y + -2200)
for (let i = 0; i < 6; ++i) spawn.hopBullet(x + 150 + 750 * Math.random(), y + -1600)
for (let i = 0; i < 6; ++i) spawn.hopBullet(x + 1100 + 750 * Math.random(), y + -1600)
spawn.hopper(x + 1550, y + -775);
spawn.hopper(x + 500, y + -775);
spawn.hopper(x + 1400, y + -775);
spawn.hopper(x + 550, y + -775);
spawn.hopper(x + 525, y + -1475);
spawn.hopper(x + 1550, y + -1500);
spawn.hopMother(x + 1400, y + -775);
spawn.hopMother(x + 550, y + -775);
spawn.hopMother(x + 525, y + -1475);
spawn.hopMother(x + 1550, y + -1500);
}
}
}
@@ -25602,456 +25602,6 @@ const level = {
};
powerUps.addResearchToLevel(); //needs to run after mobs are spawned
},
dojo() { // By
simulation.makeTextLog(`<strong>underpass</strong> by <span class='color-var'>weird_pusheen</span>`);
const vanishes = [];
const smoofes = [];
const leftRotor = level.rotor(-550, 900, 950, 25);
leftRotor.frictionAir = 0.01;
var leftSchwoof = level.boost(-20, -60, -2000);
var rightSchwoof = level.button(2550, -50);
var rightSchwoofState = false;
var rightSchwoofLive = true;
spawn.mapRect(2513, -39, 200, 100);
var pathPoints = [
[0, 0], // Index 0 is owned by M and is set to M's position during play
// 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
[250, -750], /* Left bases */
[250, -2500],
[350, -1500], // Left doorway
[1150, -1500], // Home base
[1150, -2750], // Upper base
[1950, -1500], // Right doorway
[2050, -750], /* Right bases */
[2050, -2500],
[-150, -250], // Left porthole
];
function isntIn(point, array) {
for (var x = 0; x < array.length; x++) {
if (point[0] == array[x][0] && point[1] == array[x][1]) {
return false;
}
}
return true;
}
function isObstructed(v1, v2) {
var ret = Matter.Query.ray(map,
{
x: v1[0],
y: v1[1],
},
{
x: v2[0],
y: v2[1]
}).length != 0;
return ret; // Kinda-ish stolen from mob.js
}
function pythag(p1, p2) {
var dx = p1[0] - p2[0];
var dy = p1[1] - p2[1];
return Math.sqrt(dx * dx + dy * dy);
}
var path = undefined; // This is a stupid way to go about pathfinding code. I might even clean it up!
function pathFind(goalPoint, startPoint, curPath = []) {
var myPoint = startPoint;
if (curPath.length) {
myPoint = curPath[curPath.length - 1];
}
if (path && (curPath.length >= path.length)) { // If we've already found a shorter or equal path, no reason to continue and waste CPU time
return; // Minimizes for HOP COUNT, not PATH LENGTH - path length was buggy
}
if (!isObstructed(myPoint, goalPoint)) { // If the line to the goal point ain't blocked by a map object, we've arrived!
path = [...curPath];
path.push(goalPoint);
return;
}
pathPoints.forEach(testPoint => {
if (isntIn(testPoint, curPath)) { // If it's reusing points, there's clearly something wrong
if (!isObstructed(myPoint, testPoint)) { // If the line to the test point ain't blocked by a map object
var thing = [...curPath];
thing.push(testPoint);
pathFind(goalPoint, startPoint, thing); // Branch to a valid test point
}
}
});
}
level.setPosToSpawn(1200, 500);
level.exit.x = 51500;
level.exit.y = -1875;
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.defaultZoom = 1500;
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d8dadf";
spawn.mapRect(-500, 0, 3300, 300); // Floor
spawn.mapRect(-100, -3000, 2500, 100); // Ceiling
spawn.mapRect(-200, -3000, 100, 2600); // Left wall
spawn.mapRect(2400, -3000, 100, 3000); // Right wall
spawn.mapRect(500, -1000, 100, 500); /* obstruction blocks */
smoofes.push(map[map.length - 1]);
spawn.mapRect(500, -2500, 100, 500);
smoofes.push(map[map.length - 1]);
spawn.mapRect(1700, -1000, 100, 500);
smoofes.push(map[map.length - 1]);
spawn.mapRect(1700, -2500, 100, 500);
smoofes.push(map[map.length - 1]);
spawn.mapRect(-1000, 550, 200, 50); // Left chonky stepppp low
spawn.mapRect(-800, 300, 200, 50); // Left chonky stepppp high
spawn.mapVertex(-1000, 1200, "0 0 100 0 700 500 700 700 0 700"); // Left chonky
spawn.mapRect(3100, 550, 200, 50); // Right chonky stepppp low
spawn.mapRect(2900, 300, 200, 50); // Right chonky stepppp high
spawn.mapVertex(3300, 1200, "0 0 -100 0 -700 500 -700 700 0 700"); // Right chonky
const leftElevator = level.elevator(-1400 - 300, 1450, 300, 100, 500);
const rightElevator = level.elevator(-1400 + 5100, 1450, 300, 100, 500);
spawn.mapRect(-150, -1700, 200, 50);
spawn.mapRect(400, -2050, 200, 50);
spawn.mapRect(1600, -1000, 200, 50);
spawn.randomMob(1200, 700);
spawn.randomMob(600, 1000);
spawn.randomMob(1800, 1000);
spawn.randomMob(3200, 400);
spawn.randomMob(3000, 200);
spawn.randomMob(-900, 400);
spawn.randomMob(-700, 200);
spawn.randomMob(1200, 1000);
for (var i = 0; i < 4; i++) {
spawn.randomSmallMob(Math.random() * 600 - 600, Math.random() * 3000 - 400);
}
spawn.grenadier(-300, -1000);
spawn.grenadier(2600, -1000);
spawn.mapRect(-1400, 1450, 5100, 100); // The True Floor
const slime = level.hazard(-1250, 1400, 4800, 50);
slime.maxHeight = 600;
simulation.draw.body = function () {
ctx.beginPath();
for (let i = 0, len = body.length; i < len; ++i) {
if (!body[i].hidden) {
let vertices = body[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
}
}
ctx.lineWidth = 2;
ctx.fillStyle = color.block;
ctx.fill();
ctx.strokeStyle = color.blockS;
ctx.stroke();
} // 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
const vanish = function (x, y, width, height) { // normal vanishes don't work well on my map for some reason, so I rewrote
x += width / 2;
y += height / 2;
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 }] };
const cMask = cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
const vertices = getVertices(x, y, width, height);
const block = body[body.length] = Bodies.fromVertices(x, y, vertices, {
collisionFilter: {
category: cat.map,
mask: cMask
},
isNoSetCollision: true,
inertia: Infinity, //prevents rotation
isNotHoldable: true,
isNonStick: true, //this keep sporangium from sticking
isTouched: false,
cWidth: width,
hiddenCycle: 0,
isStatic: true,
query() {
if (this.cWidth <= 0) {
if (this.cWidth > -100) {
this.cWidth = -100;
Matter.Body.setVertices(this, vertices);
}
this.isTouched = false;
this.collisionFilter.mask = undefined;
this.hidden = true;
this.hiddenCycle++;
if (this.hiddenCycle > 100) {
if (Matter.Query.collides(this, [player]).length) {
this.hiddenCycle = 50;
}
else {
this.hiddenCycle = 0;
this.cWidth = width;
this.collisionFilter.mask = cMask;
this.hidden = false;
}
}
}
else if (this.isTouched) {
Matter.Body.setVertices(this, getVertices(x, y, this.cWidth, height * (this.cWidth / width)));
this.cWidth -= 3;
}
else if (Matter.Query.collides(this, [player]).length) { // Elseif short circuit avoids expensive collision detection
this.isTouched = true;
}
}
});
return block;
};
vanishes.push(vanish(800, 800, 800, 50));
vanishes.push(vanish(400, 1100, 400, 50));
vanishes.push(vanish(1600, 1100, 400, 50));
spawn.bodyRect(1700, 812, 300, 25, 1, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.map
},
isNoSetCollision: true,
isNotHoldable: true,
isNonStick: true, //this keep sporangium from sticking
restitution: 1,
friction: 0,
frictionAir: 0,
frictionStatic: 0,
query() {
Matter.Body.setAngularVelocity(this, 0);
Matter.Body.applyForce(this, this.position, {
x: 0,
y: -(this.position.y - 812) * 0.002
});
}
});
const zigzag = body[body.length - 1];
Matter.Body.applyForce(zigzag, zigzag.position, {
x: 0.1,
y: 0
});
var buttonWasDown = false;
level.customTopLayer = () => {
}
level.custom = () => {
rightSchwoof.isUp = false;
level.exit.drawAndCheck();
leftSchwoof.query();
level.enter.draw();
pathPoints[0][0] = m.pos.x;
pathPoints[0][1] = m.pos.y;
leftElevator.move();
rightElevator.move();
slime.query();
zigzag.query();
slime.levelRise(0.2);
for (var i = 0; i < vanishes.length; i++) {
vanishes[i].query();
}
if (!rightSchwoofState) {
var math = m.pos.y < leftRotor.position.y;
Matter.Body.setAngularVelocity(leftRotor, (math ? 1 : -1) * Math.PI / 45);
}
if (rightSchwoofLive) {
rightSchwoof.query();
rightSchwoof.draw();
if (rightSchwoofState) {
ctx.fillStyle = "lightgreen";
}
else {
ctx.fillStyle = "red";
}
ctx.beginPath();
ctx.arc(2615, -220, 40, 0, Math.PI * 2);
ctx.fill();
}
if (rightSchwoof.isUp) {
buttonWasDown = true;
}
else if (buttonWasDown) {
buttonWasDown = false;
rightSchwoofState = !rightSchwoofState;
}
if (Matter.Query.collides(player, smoofes).length) {
Matter.Body.applyForce(player, player.position, {
x: 0,
y: -0.015
});
}
};
mobs.spawn(500, -500, 10, 100, "yellow"); /* TacticalBoss
Modes:
Spawn:
Pathfinds to a point above M and starts dropping mobs. Learns which mobs to drop to cause the most damage, of course.
Occasionally strikes at M.
Hide:
Pathfinds to the point furthest from M
Strike:
Pathfind really, really fast to M
Recharge:
Stop moving for a bit to "recharge" (this is so the player has a chance to hit it)
It must always Hide or Recharge after Spawning or Striking. Which one it does is based on some factor I'll figure out.
Pathfinding is a hypersimplified algorithm with hard-coded "points" that it can travel between. M is one of these.
*/
var boss = mob[mob.length - 1];
boss.isBoss = true;
boss.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
boss.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y);
level.exit.x = 2560;
level.exit.y = -90;
rightSchwoofLive = false;
};
var spawnables = {};
["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 */
if (spawn[m]) {
spawnables[m] = {
fun: spawn[m],
name: m,
weight: 1
}
}
});
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";

View File

@@ -733,6 +733,9 @@ const powerUps = {
if (localSettings.isHideImages) {
document.getElementById("choose-grid").style.gridTemplateColumns = width
text += powerUps.researchAndCancelText(type)
} else if (totalChoices === 0) {
document.getElementById("choose-grid").style.gridTemplateColumns = width
text += powerUps.researchAndCancelText(type)
} else if (totalChoices === 1 || canvas.width < 1200) {
document.getElementById("choose-grid").style.gridTemplateColumns = width
text += powerUps.researchAndCancelText(type)
@@ -903,7 +906,7 @@ const powerUps = {
if (b.guns[i].isRecentlyShown) removeOption(i)
}
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
if (options.length > 0) {
// if (options.length > 0) {
let text = powerUps.buildColumns(totalChoices, "gun")
for (let i = 0; i < totalChoices; i++) {
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
@@ -935,7 +938,7 @@ const powerUps = {
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
// }
}
},
},

View File

@@ -1,7 +1,7 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, bounceBoss, sprayBoss, mineBoss, hopMomBoss //these need a particular level to work so they are not included in the random pool
// other bosses: suckerBoss, laserBoss, tetherBoss, bounceBoss, sprayBoss, mineBoss, hopMotherBoss //these need a particular level to work so they are not included in the random pool
randomBossList: [
"orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
@@ -21,8 +21,8 @@ const spawn = {
pickList: ["starter", "starter"],
fullPickList: [
"slasher", "slasher", "slasher2", "slasher3",
"hopper", "hopper", "hopMother", "hopMother",
"flutter", "flutter", "flutter",
"hopper", "hopper", "hopper",
"stabber", "stabber", "stabber",
"springer", "springer", "springer",
"shooter", "shooter",
@@ -2343,10 +2343,7 @@ const spawn = {
const springStiffness = 0.00014;
const springDampening = 0.0005;
me.springTarget = {
x: me.position.x,
y: me.position.y
};
me.springTarget = { x: me.position.x, y: me.position.y };
const len = cons.length;
cons[len] = Constraint.create({
pointA: me.springTarget,
@@ -2359,10 +2356,7 @@ const spawn = {
cons[len].length = 100 + 1.5 * radius;
me.cons = cons[len];
me.springTarget2 = {
x: me.position.x,
y: me.position.y
};
me.springTarget2 = { x: me.position.x, y: me.position.y };
const len2 = cons.length;
cons[len2] = Constraint.create({
pointA: me.springTarget2,
@@ -2379,15 +2373,15 @@ const spawn = {
this.checkStatus();
this.springAttack();
};
me.onDeath = function () {
this.removeCons();
};
spawn.shield(me, x, y);
},
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
hopper(x, y, radius = 35 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.0015); //normal is 0.001
me.accelMag = 0.05;
me.g = 0.0032; //required if using this.gravity
me.frictionAir = 0.01;
@@ -2425,6 +2419,116 @@ const spawn = {
}
};
},
hopMother(x, y, radius = 20 + Math.ceil(Math.random() * 20)) {
mobs.spawn(x, y, 5, radius, "rgb(50,170,200)");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.0008); //normal is 0.001
me.accelMag = 0.05;
me.g = 0.0032; //required if using this.gravity
me.frictionAir = 0.01;
me.friction = 1
me.frictionStatic = 1
me.restitution = 0;
me.delay = 120 + 110 * simulation.CDScale;
me.randomHopFrequency = 300 + Math.floor(Math.random() * 150);
me.randomHopCD = simulation.cycle + me.randomHopFrequency;
Matter.Body.rotate(me, Math.random());
spawn.shield(me, x, y);
me.dropEgg = function () {
if (mob.length < 360) {
let where = { x: this.position.x, y: this.position.y + 0.3 * radius }
for (let i = 0; i < 30; i++) { //find the ground
if (Matter.Query.point(map, where).length > 0 || Matter.Query.point(body, where).length > 0) break
where.y += 1
}
spawn.hopEgg(where.x, where.y - 10)
}
}
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
if (this.seePlayer.recall) {
if (this.cd < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
this.cd = simulation.cycle + this.delay;
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - (Math.random() * 0.06 + 0.1) * this.mass; //antigravity
this.dropEgg();
}
} else {
//randomly hob if not aware of player
if (this.randomHopCD < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
this.randomHopCD = simulation.cycle + this.randomHopFrequency;
//slowly change randomHopFrequency after each hop
this.randomHopFrequency = Math.max(100, this.randomHopFrequency + (0.5 - Math.random()) * 200);
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass * (0.1 + Math.random() * 0.3);
const angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI;
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - 0.07 * this.mass; //antigravity
if (Math.random() < 0.2) this.dropEgg();
}
}
};
},
hopEgg(x, y) {
mobs.spawn(x, y, 10, 9 + Math.floor(3 * Math.random()), "rgba(50, 150, 150,0.3)"); //"rgb(100,170,150)" //"rgb(61, 125, 121)"
let me = mob[mob.length - 1];
me.stroke = "transparent";
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
// Matter.Body.setStatic(me, true); //make static (disables taking damage)
me.frictionAir = 1
me.damageReduction = 2
me.collisionFilter.mask = cat.bullet //| cat.body
// me.collisionFilter.category = cat.mobBullet;
// me.collisionFilter.mask = cat.bullet | cat.body // | cat.player
me.isMine = true
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
me.isMobBullet = true;
me.isUnstable = true; //dies when blocked
me.showHealthBar = false;
me.explodeRange = 210 + 140 * Math.random()
me.isExploding = false
me.countDown = Math.ceil(4 * Math.random())
me.hatchTimer = 600 + Math.floor(120 * Math.random())
me.isInvulnerable = true //not actually invulnerable, just prevents block + ice-9 interaction
me.do = function () {
this.checkStatus();
this.hatchTimer--
if (this.hatchTimer < 1) {
spawn.hopBullet(this.position.x, this.position.y)
this.death();
}
if (Matter.Query.collides(this, [player]).length > 0) this.isExploding = true
if (this.isExploding) {
if (this.countDown-- < 0) { //explode
this.death();
//hit player
if (Vector.magnitude(Vector.sub(this.position, player.position)) < this.explodeRange && m.immuneCycle < m.cycle) {
m.damage(0.01 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
m.energy -= 0.1 * (tech.isRadioactiveResistance ? 0.25 : 1)
if (m.energy < 0) m.energy = 0
}
const range = this.explodeRange + 50 //mines get a slightly larger range to explode
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && Vector.magnitude(Vector.sub(this.position, mob[i].position)) < range && mob[i].isMine) {
mob[i].isExploding = true //explode other mines
}
}
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: this.explodeRange,
color: "rgba(50,180,180,0.45)",
time: 16
});
}
}
};
},
hopBullet(x, y, radius = 10 + Math.ceil(Math.random() * 8)) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
@@ -2434,7 +2538,7 @@ const spawn = {
// me.isBadTarget = true;
me.isMobBullet = true;
me.showHealthBar = false;
me.timeLeft = 1200 + Math.floor(600 * Math.random());
me.timeLeft = 1140 + Math.floor(480 * Math.random());
me.isRandomMove = Math.random() < 0.3 //most chase player, some don't
me.accelMag = 0.01; //jump height
@@ -2448,7 +2552,7 @@ const spawn = {
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.onHit = function () {
this.explode(this.mass);
this.explode(0.5 * this.mass);
};
me.do = function () {
this.gravity();
@@ -2465,18 +2569,18 @@ const spawn = {
this.timeLimit();
};
},
hopMomBoss(x, y, radius = 120) {
hopMotherBoss(x, y, radius = 120) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.damageReduction = 0.08 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.09 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.accelMag = 0.05; //jump height
me.g = 0.003; //required if using this.gravity
me.frictionAir = 0.01;
me.friction = 1
me.frictionStatic = 1
me.restitution = 0;
me.delay = 120 + 40 * simulation.CDScale;
me.delay = 130 + 40 * simulation.CDScale;
Matter.Body.rotate(me, Math.random() * Math.PI);
spawn.shield(me, x, y, 1);
me.onDeath = function () {

View File

@@ -1,24 +1,14 @@
******************************************************** NEXT PATCH **************************************************
missile Bot: +10% bigger explosions, +10% damage, +7% fire rate
plasma Bot: +40% damage, and drains 2% less energy
1st ionization energy: 8->11 energy per heal
mass-energy: defense reduction factor 0.13->0.33
neutron bomb: +25% damage
non-renewables: 78->88% damage
junk DNA: applies to all damage, not just spores
pseudoscience: adds (1-4)->(1-3) JUNK to tech pool per free research
futures exchange: 4.1->4.3 duplication per cancel
default skin has slightly more narrow legs
added ammo to gun descriptions
calculate the ammo drop rate for each gun live based on ammo tech?
need to make a generic function
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
*********************************************************** TODO *****************************************************
a mob/boss? that drops the mines from reactor and final boss
more (all) bosses need to be made of parts
good examples: spiderBoss, dragonFlyBoss, beetleBoss
methods: