working on aeire level and suckerBoss

This commit is contained in:
landgreen
2019-10-15 05:59:10 -07:00
parent da6cebb331
commit bbf3b9b79f
4 changed files with 50 additions and 64 deletions

View File

@@ -482,25 +482,18 @@ const spawn = {
let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = 900; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 500) * (me.eventHorizon + 500); //vision limit is event horizon
me.accelMag = 0.00011 * game.accelScale;
me.collisionFilter.mask = 0x001101
me.seeAtDistance2 = (me.eventHorizon + 1000) * (me.eventHorizon + 1000); //vision limit is event horizon
me.accelMag = 0.00006 * game.accelScale;
me.collisionFilter.mask = 0x001100
// me.frictionAir = 0.005;
me.memory = 1000;
me.memory = 1600;
Matter.Body.setDensity(me, 0.05); //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
if (Math.random() < 0.35 || mech.fieldMode === 0) powerUps.spawn(this.position.x, this.position.y, "field"); //boss spawns field upgrades
// for (let i = 0; i < 70; i++) {
// const index = body.length
// spawn.bodyRect(this.position.x + 30 * (Math.random() - 0.5), this.position.y + 30 * (Math.random() - 0.5), 15 + 40 * Math.random(), 15 + 40 * Math.random());
// body[index].collisionFilter.category = 0x010000;
// body[index].collisionFilter.mask = 0x111000;
// body[index].classType = "body";
// World.add(engine.world, body[index]); //add to world
// }
if (game.levelsCleared > 6) {
for (let i = 0; i < 4; ++i) {
for (let i = 0; i < (game.levelsCleared - 5); ++i) {
spawn.sucker(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2, 20);
Matter.Body.setVelocity(mob[mob.length - 1], {
x: (Math.random() - 0.5) * 25,
@@ -511,7 +504,7 @@ const spawn = {
};
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 6) {
if (this.speed > 2) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.95,
y: this.velocity.y * 0.95
@@ -526,7 +519,7 @@ const spawn = {
this.force.y += forceMag * Math.sin(angle);
//eventHorizon waves in and out
eventHorizon = this.eventHorizon * (1 + 0.5 * Math.sin(game.cycle * 0.006))
eventHorizon = this.eventHorizon * (1 + 0.4 * Math.sin(game.cycle * 0.006))
// zoom camera in and out with the event horizon
//draw darkness
@@ -552,7 +545,7 @@ const spawn = {
ctx.fill();
//when player is inside event horizon
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
mech.damage(0.0002 * game.dmgScale);
mech.damage(0.00015 * game.dmgScale);
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= 1.3 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.7 : 1);
@@ -1074,7 +1067,7 @@ const spawn = {
me.stroke = "rgb(220,220,255)";
Matter.Body.setDensity(me, 0.0001) //very low density to not mess with the original mob's motion
me.shield = true;
me.collisionFilter.mask = 0x001100; //don't collide with bodies, map, player, and mobs, only bullets
me.collisionFilter.mask = 0x000100; //don't collide with bodies, map, player, and mobs, only bullets
consBB[consBB.length] = Constraint.create({
//attach shield to last spawned mob
bodyA: me,
@@ -1101,7 +1094,7 @@ const spawn = {
Matter.Body.setDensity(me, 0.00005) //very low density to not mess with the original mob's motion
me.frictionAir = 0;
me.shield = true;
me.collisionFilter.mask = 0x001100; //don't collide with bodies, map, and mobs, only bullets and player
me.collisionFilter.mask = 0x000100; //don't collide with bodies, map, and mobs, only bullets and player
//constrain to all mob nodes in boss
for (let i = 0; i < nodes; ++i) {
consBB[consBB.length] = Constraint.create({