pilot wave rework
  it's easier to surf on blocks controlled by pilot wave
    pilot wave secret combo spawns blocks that are easier to surf on: long and thin
  pilot wave location resets to player when off
  pilot wave hitting map no longer shrinks, it just will not enter map
  field speed slows down with total block mass in field
  energy drain
    1x energy regen disabled when field is active
    2x passive regen drained when out of line of sight of player
    energy drain that scales with size and acceleration of blocks in field
  added graphical flicker when field is out of line of sight
  a few more bosses now interact with blocks and can take damage
  prevented field from disabling when mouse goes off screen
    I don't expect any bugs from this, but maybe...

ghoster mobs have 2x->1.5x extra density and health
exploder mobs no longer have a chance for a shield
  2.5x explode damage, 1.3x health
  added a red aura to show they explode on contact
spawnerBossCulture changed visual look to be a flashing transparent red outline
  2x explode damage
laser mobs no longer explode, 1.5x density/mass
This commit is contained in:
landgreen
2025-02-02 21:16:10 -08:00
parent 77e484c3d2
commit b2426cd7be
8 changed files with 276 additions and 222 deletions

View File

@@ -2619,14 +2619,14 @@ const b = {
}
}
},
spore(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
spore(where, velocity = null) { //used with the tech upgrade in mob.death()
const bIndex = bullet.length;
const size = 4
if (bIndex < 500) { //can't make over 500 spores
bullet[bIndex] = Bodies.polygon(where.x, where.y, size, size, {
// density: 0.0015, //frictionAir: 0.01,
inertia: Infinity,
isFreeze: isFreeze,
isFreeze: tech.isSporeFreeze,
restitution: 0.5,
angle: Math.random() * 2 * Math.PI,
friction: 0,
@@ -2693,57 +2693,19 @@ const b = {
}
}
// if (!this.lockedOn && !(simulation.cycle % this.lookFrequency)) { //find mob targets
// this.closestTarget = null;
// this.lockedOn = null;
// let closeDist = Infinity;
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].isDropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// // Matter.Query.ray(body, this.position, mob[i].position).length === 0
// const targetVector = Vector.sub(this.position, mob[i].position)
// const dist = Vector.magnitude(targetVector);
// if (dist < closeDist) {
// this.closestTarget = mob[i].position;
// closeDist = dist;
// this.lockedOn = mob[i] //Vector.normalise(targetVector);
// if (0.3 > Math.random()) break //doesn't always target the closest mob
// }
// }
// }
// }
// if (this.lockedOn && this.lockedOn.alive) { //accelerate towards mobs
// this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust)
// } else if (tech.isSporeFollow && this.lockedOn !== undefined) { //move towards player
// //checking for undefined means that the spores don't go after the player until it has looked and not found a target
// const dx = this.position.x - m.pos.x;
// const dy = this.position.y - m.pos.y;
// if (dx * dx + dy * dy > 10000) {
// this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
// }
// // this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.thrust)
// } else {
// this.force.y += this.mass * 0.0001; //gravity
// }
// if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
// this.nextPortCycle = simulation.cycle + this.portFrequency
// const range = 50 * Math.random()
// Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
// }
},
});
// if (tech.isBulletTeleport) {
// bullet[bIndex].portFrequency = 10 + Math.floor(5 * Math.random())
// bullet[bIndex].nextPortCycle = simulation.cycle + bullet[bIndex].portFrequency
// }
if (velocity) {
Matter.Body.setVelocity(bullet[bIndex], velocity);
} else {
const SPEED = 4 + 8 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
});
}
const SPEED = 4 + 8 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
});
Composite.add(engine.world, bullet[bIndex]); //add bullet to world
if (tech.isMutualism && m.health > 0.01) {