timeSkipBoss

This commit is contained in:
landgreen
2020-04-01 18:59:03 -07:00
parent 19c1224796
commit b52f5f7748
6 changed files with 326 additions and 297 deletions

View File

@@ -95,6 +95,12 @@ const b = {
}
}
},
resetModText() {
setTimeout(function () {
if (document.getElementById("mod-acid")) document.getElementById("mod-acid").innerHTML = "";
if (document.getElementById("mod-low-health-damage")) document.getElementById("mod-low-health-damage").innerHTML = "";
}, 10);
},
mods: [{
name: "depleted uranium rounds",
description: `your <strong>bullets</strong> are <strong>+13%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,

View File

@@ -56,7 +56,9 @@ const game = {
ctx.restore();
game.drawCursor();
},
isTimeSkipping: false,
timeSkip(cycles = 60) {
game.isTimeSkipping = true;
for (let i = 0; i < cycles; i++) {
game.cycle++;
// mech.cycle++;
@@ -69,6 +71,7 @@ const game = {
mech.hold();
b.bulletActions();
}
game.isTimeSkipping = false;
},
mouse: {
x: canvas.width / 2,

View File

@@ -187,6 +187,7 @@ const build = {
document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
b.resetModText();
},
reset() {
build.isCustomSelection = true;
@@ -235,6 +236,7 @@ const build = {
}
document.getElementById("build-button").addEventListener("click", () => { //setup build run
console.log('hi')
document.getElementById("build-button").style.display = "none";
const el = document.getElementById("build-grid")
el.style.display = "grid"

View File

@@ -20,8 +20,8 @@ const level = {
// b.giveMod("ground state");
// b.giveMod("photovoltaics");
level.intro(); //starting level
// level.testingMap();
// level.intro(); //starting level
level.testingMap();
// level.stronghold()
// level.bosses();
// level.satellite();
@@ -96,288 +96,56 @@ const level = {
},
//******************************************************************************************************************
//******************************************************************************************************************
stronghold() { // player made level by Francois 👑 from discord
level.defaultZoom = 1400
game.zoomTransition(level.defaultZoom)
mech.setPosToSpawn(1900, -10); //normal spawn
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y - 10;
level.exit.x = -350;
level.exit.y = -1250;
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 20); //exit bump
document.body.style.backgroundColor = "#dbdcde";
spawn.debris(3800, -1480, 300, 12);
spawn.debris(3600, -1130, 200, 2);
level.fillBG.push({
x: -500,
y: -1220,
width: 550,
height: -480,
color: "#edf9f9"
});
level.fillBG.push({
x: 0,
y: -700,
width: 1050,
height: 700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: -550,
y: -1170,
width: 550,
height: 1170,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1150,
y: -1700,
width: 250,
height: 1700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1050,
y: -1200,
width: 100,
height: 1200,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1400,
y: -250,
width: 200,
height: -1500,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1600,
y: -550,
width: 600,
height: -1150,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 2530,
y: -550,
width: 400,
height: -1450,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3270,
y: -1700,
width: 80,
height: 600,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3350,
y: -1350,
width: 700,
height: 230,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 4050,
y: -1700,
width: 600,
height: 1290,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3650,
y: -110,
width: 1000,
height: 170,
color: "rgba(0,0,0,0.1)"
});
// __________________________________________________________________________________________________
// Spawn Box
spawn.mapRect(1600, -500, 50, 500); //Left Wall
spawn.mapRect(1600, -550, 1500, 50); //Roof
spawn.mapRect(2300, -500, 50, 300); //Right Wall
spawn.mapRect(-550, 0, 4300, 200); //ground
spawn.mapRect(3700, 55, 1300, 145); //2nd ground
spawn.mapRect(5000, 0, 50, 200); //Last small part of the ground
spawn.mapRect(3100, -1070, 50, 570); // vertical 2nd roof
spawn.mapRect(3100, -1120, 950, 50); // Horizontal 2nd Roof
spawn.mapRect(4050, -1750, 600, 50); // Roof after lift
spawn.mapRect(4600, -1700, 50, 100); // Petit retour de toit, après ascenseur
//Spawn "Upstairs"
spawn.mapRect(3650, -160, 400, 50); //Thin Walk
spawn.mapRect(4050, -410, 600, 300); //Large staircase block
spawn.mapRect(4600, -1120, 50, 710); //Left Wall Wall upstairs
spawn.mapRect(4550, -1170, 100, 50); //Bloque ascenseur
spawn.mapVertex(3700, 35, "0 0 450 0 300 -60 150 -60"); //first slope
spawn.mapVertex(4850, 35, "0 0 370 0 370 -65 150 -65"); //second slope
spawn.boost(4865, 0, 1800); // right boost
spawn.bodyRect(3950, -280, 170, 120); //Bloc Marche Pour Monter À Ascenseur
// spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4050, -500, 275, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4235, -500, 275, 100, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
spawn.bodyRect(4025, -450, 550, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 4325,
y: -1700,
},
bodyB: body[body.length - 1],
stiffness: 0.0001217,
length: 200
});
spawn.bodyRect(2799, -870, 310, 290); //Gros bloc angle toit
spawn.mapRect(4000, -1750, 50, 400); //Right Wall Cuve
spawn.mapRect(3400, -1400, 600, 50); // Bottom Cuve
spawn.mapRect(3350, -1750, 50, 400); // Left Wall Cuve
spawn.bodyRect(3400, -1470, 110, 70); //Moyen bloc dans la cuve
spawn.mapRect(3270, -1750, 80, 50); // Rebord gauche cuve
spawn.mapRect(2530, -2000, 400, 50); //First Plateforme
spawn.mapRect(1600, -1750, 600, 50); // Middle plateforme
spawn.mapRect(1150, -1750, 250, 50); //Derniere plateforme // Toit petite boite en [
spawn.bodyRect(1830, -1980, 190, 230); // Fat bloc plateforme middle
spawn.bodyRect(1380, -1770, 250, 20) // Pont last plateforme
spawn.mapRect(1000, -1250, 400, 50); //Sol de la petite boite en [
spawn.mapRect(1100, -1750, 50, 380); //Mur gauche petite boite en [
spawn.bodyRect(1100, -1380, 48, 119); //Bloc-porte petite boite en [
spawn.mapRect(-100, -750, 1100, 50); //Sol last salle
spawn.mapRect(1000, -1200, 50, 500) // Mur droit last salle
spawn.mapRect(50, -1550, 1050, 50); // Toit last salle
spawn.bodyRect(1, -900, 48, 150); //Bloc porte last salle
spawn.mapRect(0, -1170, 50, 270); //Mur gauche en bas last salle
spawn.bodyRect(920, -900, 120, 120); //Gros bloc last salle
spawn.mapRect(0, -1700, 50, 320); // Mur droit salle exit / Mur gauche last salle
spawn.mapRect(-550, -1220, 600, 50); // Sol exit room
spawn.mapRect(-500, -1750, 550, 50); // Toit exit room
spawn.mapRect(-550, -1750, 50, 530); // Mur gauche exit room
spawn.bodyRect(-503, -1250, 30, 30); // Petit bloc exit room
spawn.mapRect(500, -700, 100, 590); //Bloc noir un dessous last salle
spawn.mapRect(1400, -250, 200, 250); //Black Block left from the spawn
spawn.boost(-370, 0, 800);
map[map.length] = Bodies.polygon(2325, -205, 0, 15); //circle above door
spawn.bodyRect(2325, -180, 15, 170, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//makes door swing
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - 1],
pointA: {
x: 0,
y: -90
},
bodyB: map[map.length - 1],
stiffness: 1
});
spawn.bodyRect(650, 50, 70, 50);
spawn.bodyRect(300, 0, 100, 60);
spawn.bodyRect(400, 0, 100, 150);
spawn.bodyRect(2545, -50, 70, 50);
spawn.bodyRect(2550, 0, 100, 30);
spawn.randomSmallMob(1000, -400, 1);
spawn.randomSmallMob(2550, -560, 1);
spawn.randomSmallMob(3350, -900, 1);
spawn.randomSmallMob(3600, -1210, 1);
spawn.randomSmallMob(700, -1950, 0.2);
spawn.randomSmallMob(5050, -550);
spawn.randomMob(900, -160, 1);
spawn.randomMob(2360, -820, 0.8);
spawn.randomMob(2700, -2020, 0.8);
spawn.randomMob(3050, -1650, 0.8);
spawn.randomMob(3350, -600, 0.8);
spawn.randomMob(4400, -50, 1);
spawn.randomBoss(1500, -1900, 0.5);
spawn.randomBoss(2350, -850, 1);
spawn.randomBoss(100, -450, 0.9);
if (game.difficulty > 3) spawn.randomLevelBoss(1850, -1400, 1);
},
testingMap() {
//start with all guns
// level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why?
game.zoomScale = 1700 //1400 is normal
spawn.setSpawnList();
mech.setPosToSpawn(-75, -60); //normal spawn
level.defaultZoom = 1500
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ddd";
level.fill.push({
x: 6400,
y: -550,
width: 300,
height: 350,
color: "rgba(0,255,255,0.1)"
});
mech.setPosToSpawn(0, -750); //normal spawn
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y + 20;
level.exit.x = 3500;
level.exit.y = -870;
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
level.exit.y = -230;
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
document.body.style.backgroundColor = "#dcdcde";
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
powerUps.spawnStartingPowerUps(600, -800);
function blockDoor(x, y, blockSize = 58) {
spawn.mapRect(x, y - 290, 40, 60); // door lip
spawn.mapRect(x, y, 40, 50); // door lip
for (let i = 0; i < 4; ++i) {
spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
}
}
blockDoor(710, -710);
spawn.mapRect(2500, -1200, 200, 750); //right wall
blockDoor(2585, -210)
spawn.mapRect(2500, -200, 200, 300); //right wall
spawn.mapRect(4500, -1200, 200, 750); //right wall
blockDoor(4585, -210)
spawn.mapRect(4500, -200, 200, 300); //right wall
spawn.mapRect(6400, -1200, 400, 750); //right wall
spawn.mapRect(6400, -200, 400, 300); //right wall
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
spawn.timeSkipBoss(2900, -500)
// this.addZone(250, -1000, 500, 1500, "laser");
//spawn.debris(0, -900, 4500, 10); //15 debris per level
// setTimeout(function() {
// document.body.style.backgroundColor = "#eee";
// }, 1);
// this.addQueryRegion(550, -25, 100, 50, "bounce", { Vx: 0, Vy: -25 });
// level.fillBG.push({ x: 550, y: -25, width: 100, height: 50, color: "#ff0" });
spawn.mapRect(-1200, 0, 2200, 300); //left ground
spawn.mapRect(3500, -860, 100, 50); //ground bump wall
spawn.mapVertex(1250, 0, "0 0 0 300 -500 600 -500 300");
spawn.mapRect(1500, -300, 2000, 300); //upper ground
spawn.mapVertex(3750, 0, "0 600 0 300 -500 0 -500 300");
spawn.mapRect(4000, 0, 1000, 300); //right lower ground
spawn.mapRect(2200, -600, 600, 50); //center platform
spawn.mapRect(1300, -850, 700, 50); //center platform
spawn.mapRect(3000, -850, 700, 50); //center platform
// spawn.mapRect(0, -2000, 3000, 50); //center platform
spawn.spawnBuilding(-200, -250, 275, 240, false, true, "left"); //far left; player spawns in side
// spawn.boost(350, 0, -1000);
// for (let i = 0; i < 10; i++) {
// powerUps.spawn(950, -425, "gun", false);
// powerUps.spawn(950, -425, "gun", false);
// }
// spawn.nodeBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
// spawn.lineBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
// spawn.bodyRect(-135, -50, 50, 50);
// spawn.bodyRect(-140, -100, 50, 50);
// powerUps.spawn(420, -400, "gun", false);
// powerUps.spawn(420, -400, "field", false);
// powerUps.spawn(420, -400, "field", false);
// powerUps.spawn(420, -400, "field", false);
// powerUps.spawn(450, -400, "mod", false, 6);
// powerUps.spawn(450, -400, "mod", false);
// spawn.bodyRect(-45, -100, 40, 50);
// spawn.starter(800, -450, 150);
spawn.laserBoss(400, -750);
// spawn.randomLevelBoss(400, -750)
// spawn.laser(400, -550);
// spawn.starter(1200, -1050);
// spawn.nodeBoss(-600, -550, "starter");
// spawn.starter(800, -150);
// spawn.beamer(800, -150);
// spawn.grower(800, -250);
// spawn.blinker(800, -250, 40);
// spawn.groupBoss(900, -1070);
// for (let i = 0; i < 20; i++) {
// spawn.randomBoss(-100, -1470);
// }
},
bosses() {
level.defaultZoom = 1500
@@ -1896,6 +1664,219 @@ const level = {
}
}
},
stronghold() { // player made level by Francois 👑 from discord
level.defaultZoom = 1400
game.zoomTransition(level.defaultZoom)
mech.setPosToSpawn(1900, -10); //normal spawn
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y - 10;
level.exit.x = -350;
level.exit.y = -1250;
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 20); //exit bump
document.body.style.backgroundColor = "#dbdcde";
spawn.debris(3800, -1480, 300, 12);
spawn.debris(3600, -1130, 200, 2);
level.fillBG.push({
x: -500,
y: -1220,
width: 550,
height: -480,
color: "#edf9f9"
});
level.fillBG.push({
x: 0,
y: -700,
width: 1050,
height: 700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: -550,
y: -1170,
width: 550,
height: 1170,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1150,
y: -1700,
width: 250,
height: 1700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1050,
y: -1200,
width: 100,
height: 1200,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1400,
y: -250,
width: 200,
height: -1500,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1600,
y: -550,
width: 600,
height: -1150,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 2530,
y: -550,
width: 400,
height: -1450,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3270,
y: -1700,
width: 80,
height: 600,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3350,
y: -1350,
width: 700,
height: 230,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 4050,
y: -1700,
width: 600,
height: 1290,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3650,
y: -110,
width: 1000,
height: 170,
color: "rgba(0,0,0,0.1)"
});
// __________________________________________________________________________________________________
// Spawn Box
spawn.mapRect(1600, -500, 50, 500); //Left Wall
spawn.mapRect(1600, -550, 1500, 50); //Roof
spawn.mapRect(2300, -500, 50, 300); //Right Wall
spawn.mapRect(-550, 0, 4300, 200); //ground
spawn.mapRect(3700, 55, 1300, 145); //2nd ground
spawn.mapRect(5000, 0, 50, 200); //Last small part of the ground
spawn.mapRect(3100, -1070, 50, 570); // vertical 2nd roof
spawn.mapRect(3100, -1120, 950, 50); // Horizontal 2nd Roof
spawn.mapRect(4050, -1750, 600, 50); // Roof after lift
spawn.mapRect(4600, -1700, 50, 100); // Petit retour de toit, après ascenseur
//Spawn "Upstairs"
spawn.mapRect(3650, -160, 400, 50); //Thin Walk
spawn.mapRect(4050, -410, 600, 300); //Large staircase block
spawn.mapRect(4600, -1120, 50, 710); //Left Wall Wall upstairs
spawn.mapRect(4550, -1170, 100, 50); //Bloque ascenseur
spawn.mapVertex(3700, 35, "0 0 450 0 300 -60 150 -60"); //first slope
spawn.mapVertex(4850, 35, "0 0 370 0 370 -65 150 -65"); //second slope
spawn.boost(4865, 0, 1800); // right boost
spawn.bodyRect(3950, -280, 170, 120); //Bloc Marche Pour Monter À Ascenseur
// spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4050, -500, 275, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4235, -500, 275, 100, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
spawn.bodyRect(4025, -450, 550, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 4325,
y: -1700,
},
bodyB: body[body.length - 1],
stiffness: 0.0001217,
length: 200
});
spawn.bodyRect(2799, -870, 310, 290); //Gros bloc angle toit
spawn.mapRect(4000, -1750, 50, 400); //Right Wall Cuve
spawn.mapRect(3400, -1400, 600, 50); // Bottom Cuve
spawn.mapRect(3350, -1750, 50, 400); // Left Wall Cuve
spawn.bodyRect(3400, -1470, 110, 70); //Moyen bloc dans la cuve
spawn.mapRect(3270, -1750, 80, 50); // Rebord gauche cuve
spawn.mapRect(2530, -2000, 400, 50); //First Plateforme
spawn.mapRect(1600, -1750, 600, 50); // Middle plateforme
spawn.mapRect(1150, -1750, 250, 50); //Derniere plateforme // Toit petite boite en [
spawn.bodyRect(1830, -1980, 190, 230); // Fat bloc plateforme middle
spawn.bodyRect(1380, -1770, 250, 20) // Pont last plateforme
spawn.mapRect(1000, -1250, 400, 50); //Sol de la petite boite en [
spawn.mapRect(1100, -1750, 50, 380); //Mur gauche petite boite en [
spawn.bodyRect(1100, -1380, 48, 119); //Bloc-porte petite boite en [
spawn.mapRect(-100, -750, 1100, 50); //Sol last salle
spawn.mapRect(1000, -1200, 50, 500) // Mur droit last salle
spawn.mapRect(50, -1550, 1050, 50); // Toit last salle
spawn.bodyRect(1, -900, 48, 150); //Bloc porte last salle
spawn.mapRect(0, -1170, 50, 270); //Mur gauche en bas last salle
spawn.bodyRect(920, -900, 120, 120); //Gros bloc last salle
spawn.mapRect(0, -1700, 50, 320); // Mur droit salle exit / Mur gauche last salle
spawn.mapRect(-550, -1220, 600, 50); // Sol exit room
spawn.mapRect(-500, -1750, 550, 50); // Toit exit room
spawn.mapRect(-550, -1750, 50, 530); // Mur gauche exit room
spawn.bodyRect(-503, -1250, 30, 30); // Petit bloc exit room
spawn.mapRect(500, -700, 100, 590); //Bloc noir un dessous last salle
spawn.mapRect(1400, -250, 200, 250); //Black Block left from the spawn
spawn.boost(-370, 0, 800);
map[map.length] = Bodies.polygon(2325, -205, 0, 15); //circle above door
spawn.bodyRect(2325, -180, 15, 170, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//makes door swing
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - 1],
pointA: {
x: 0,
y: -90
},
bodyB: map[map.length - 1],
stiffness: 1
});
spawn.bodyRect(650, 50, 70, 50);
spawn.bodyRect(300, 0, 100, 60);
spawn.bodyRect(400, 0, 100, 150);
spawn.bodyRect(2545, -50, 70, 50);
spawn.bodyRect(2550, 0, 100, 30);
spawn.randomSmallMob(1000, -400, 1);
spawn.randomSmallMob(2550, -560, 1);
spawn.randomSmallMob(3350, -900, 1);
spawn.randomSmallMob(3600, -1210, 1);
spawn.randomSmallMob(700, -1950, 0.2);
spawn.randomSmallMob(5050, -550);
spawn.randomMob(900, -160, 1);
spawn.randomMob(2360, -820, 0.8);
spawn.randomMob(2700, -2020, 0.8);
spawn.randomMob(3050, -1650, 0.8);
spawn.randomMob(3350, -600, 0.8);
spawn.randomMob(4400, -50, 1);
spawn.randomBoss(1500, -1900, 0.5);
spawn.randomBoss(2350, -850, 1);
spawn.randomBoss(100, -450, 0.9);
if (game.difficulty > 3) spawn.randomLevelBoss(1850, -1400, 1);
},
//*****************************************************************************************************************
//*****************************************************************************************************************
//*****************************************************************************************************************

View File

@@ -636,6 +636,60 @@ const spawn = {
this.checkStatus();
}
},
timeSkipBoss(x, y, radius = 80) {
mobs.spawn(x, y, 6, radius, '#000');
let me = mob[mob.length - 1];
// me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0
me.eventHorizon = 1600; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 1000) * (me.eventHorizon + 1000); //vision limit is event horizon
me.accelMag = 0.0001 * game.accelScale;
// me.collisionFilter.mask = cat.player | cat.bullet
// me.frictionAir = 0.005;
// me.memory = 1600;
Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
this.seePlayerByDistOrLOS();
if (this.seePlayer.recall) {
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const dx = this.seePlayer.position.x - this.position.x
const dy = this.seePlayer.position.y - this.position.y
const mag = Math.sqrt(dx * dx + dy * dy)
this.force.x += forceMag * dx / mag;
this.force.y += forceMag * dy / mag;
if (!game.isTimeSkipping) {
this.fill = `rgba(0,0,0,${0.1+0.1*Math.random()})`
const compress = 3
if (this.timeSkipLastCycle < game.cycle - compress &&
Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
this.timeSkipLastCycle = game.cycle
game.timeSkip(compress)
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
ctx.fill();
ctx.strokeStyle = "#000";
ctx.stroke();
} else {
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = this.fill;
ctx.fill();
}
}
}
this.checkStatus();
}
},
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];

View File

@@ -1,9 +1,10 @@
mod - electromagnetic pulse - vacuum bomb does 9x damage to shields
mod - electromagnetic pulse - vacuum bomb removes shields and does 20% extra damage
************** TODO - n-gon **************
cryonics : a mod that increases the freezing time of mobs.
mod - status effects last 1 second longer
cryonics : a mod that increases the freezing time of mobs.
wait until you have more status effects written
mob Boss - time skipper: sends a pulse wave out that will cause time to jump forward 1 second.
what about a series of short time skips forward 10 cycles at a time
@@ -30,6 +31,7 @@ field - the basic field emitter, but no energy loss and no knock back on blocks
call it diamagnetic field and remove the diamagnetism mod?
mod - nails do poison damage
mod - increase laser bot range, and reduce energy drain
mod - mines become a turret that fires nails
@@ -41,6 +43,7 @@ dash - mod when pressing left or right on the ground, teleport to the right unt
this didn't work as a field, but maybe as a gun?
mod - blocks stun mobs
mod or field - turn blocks into spores or drones
mod - robot that attack nearby mobs, and delivers a stun status effect
@@ -78,25 +81,8 @@ atmosphere levels: change the pace, give the user a rest between combat
MOB sniper - targeting laser, then a high speed, no gravity bullet
mod - status effects last 1 second longer
wait until you have more status effects written
mod - time dilation - Quantum Recovery
Expending all your energy while using the field will
cause the player to go back in time to 3 seconds before the field was activated
resets ammo?, health, position, velocity
need to track player info in game.checks() in an array
put the array in the time field object
cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
css transition for pause menu
field that pushes everything back, and can destroy smaller blocks
converts blocks into ammo power ups
mod: bot that fires minigun bullets
only fires when your mouse is held down
mod: do extra damage based on your speed
do more damage when not moving?
take less damage when not moving?
@@ -106,9 +92,6 @@ gun/field: portals
or lasers
alternate red and blue portals
missiles don't explode reliably enough
they can bounce, which is cool, but they should still explode right after a bounce
weekly random challenge where everyone playing each week gets the same random setup.
The randomness would be determined by the date so it would sync everyone.
power ups still drop, but the drops are determined by a preset list that changes each week.