working on aeire level and suckerBoss
This commit is contained in:
45
js/level.js
45
js/level.js
@@ -13,17 +13,18 @@ const level = {
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// game.zoomScale = 1400 //1400
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// game.zoomScale = 1400 //1400
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if (game.levelsCleared === 0) {
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if (game.levelsCleared === 0) {
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document.title = "n-gon";
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document.title = "n-gon";
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// this.intro(); //starting level
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// game.levelsCleared = 4; //for testing to simulate possible mobs spawns
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// b.giveGuns(1) // set a starting gun for testing
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// b.giveGuns("all", 1000)
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// mech.fieldUpgrades[5]() //give a field power up for testing
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this.intro(); //starting level
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// this.testingMap();
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// this.testingMap();
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// this.bosses();
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// this.bosses();
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this.aerie();
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// this.aerie();
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// this.rooftops();
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// this.rooftops();
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// this.warehouse();
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// this.warehouse();
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// this.highrise();
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// this.highrise();
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// this.office();
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// this.office();
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// b.giveGuns(1) // set a starting gun for testing
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b.giveGuns("all", 1000)
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// mech.fieldUpgrades[5]() //give a field power up for testing
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} else {
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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@@ -498,11 +499,7 @@ const level = {
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spawn.bodyRect(-240, -2115, 30, 36); //door to starting room
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spawn.bodyRect(-240, -2115, 30, 36); //door to starting room
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spawn.bodyRect(-240, -2080, 30, 35); //door to starting room
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spawn.bodyRect(-240, -2080, 30, 35); //door to starting room
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spawn.bodyRect(-240, -2045, 30, 35); //door to starting room
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spawn.bodyRect(-240, -2045, 30, 35); //door to starting room
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spawn.mapRect(1950, -2000, 600, 50);
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spawn.mapRect(1950, -2000, 600, 50);
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spawn.bodyRect(200, -2150, 200, 220, 0.8);
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spawn.bodyRect(200, -2150, 200, 220, 0.8);
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spawn.mapRect(700, -2275, 700, 50);
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spawn.mapRect(700, -2275, 700, 50);
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spawn.bodyRect(1050, -2350, 30, 30, 0.8);
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spawn.bodyRect(1050, -2350, 30, 30, 0.8);
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@@ -527,8 +524,6 @@ const level = {
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spawn.bodyRect(3500, -850, 75, 125, 0.8);
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spawn.bodyRect(3500, -850, 75, 125, 0.8);
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spawn.mapRect(3450, -1000, 50, 580); //left building wall
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spawn.mapRect(3450, -1000, 50, 580); //left building wall
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spawn.bodyRect(3460, -420, 30, 144);
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spawn.bodyRect(3460, -420, 30, 144);
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spawn.mapRect(5450, -775, 100, 875); //right building wall
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spawn.mapRect(5450, -775, 100, 875); //right building wall
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spawn.bodyRect(4850, -750, 300, 25, 0.8);
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spawn.bodyRect(4850, -750, 300, 25, 0.8);
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spawn.bodyRect(3925, -1400, 100, 150, 0.8);
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spawn.bodyRect(3925, -1400, 100, 150, 0.8);
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@@ -540,11 +535,9 @@ const level = {
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spawn.mapRect(4500, -700, 50, 600);
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spawn.mapRect(4500, -700, 50, 600);
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spawn.bodyRect(4510, -100, 30, 100, 0.8);
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spawn.bodyRect(4510, -100, 30, 100, 0.8);
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spawn.mapRect(4500, -925, 100, 50);
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spawn.mapRect(4500, -925, 100, 50);
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spawn.spawnStairs(3800, 0, 3, 150, 206); //stairs top exit
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spawn.spawnStairs(3800, 0, 3, 150, 206); //stairs top exit
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spawn.mapRect(3400, -275, 450, 275); //exit platform
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spawn.mapRect(3400, -275, 450, 275); //exit platform
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spawn.randomSmallMob(2200, -1775);
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spawn.randomSmallMob(2200, -1775);
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spawn.randomSmallMob(4000, -825);
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spawn.randomSmallMob(4000, -825);
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spawn.randomSmallMob(-350, -2400);
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spawn.randomSmallMob(-350, -2400);
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@@ -568,7 +561,7 @@ const level = {
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},
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},
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aerie() {
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aerie() {
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// game.setZoom(3000);
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// game.setZoom(3000);
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game.levelsCleared = 5; //for testing to simulate possible mobs spawns
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// game.levelsCleared = 4; //for testing to simulate possible mobs spawns
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game.zoomTransition(2100) //1400 is normal
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game.zoomTransition(2100) //1400 is normal
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const backwards = (Math.random() < 0.75) ? false : true;
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const backwards = (Math.random() < 0.75) ? false : true;
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@@ -588,10 +581,10 @@ const level = {
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level.enter.y = mech.spawnPos.y + 20;
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level.enter.y = mech.spawnPos.y + 20;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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powerUps.spawnStartingPowerUps(1075, -550);
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powerUps.spawnStartingPowerUps(1075, -550);
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spawn.debris(-250, 50, 1650, 5); //20 debris per level
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spawn.debris(-250, 50, 1650, 3); //20 debris per level
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spawn.debris(2475, 0, 750, 5); //20 debris per level
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spawn.debris(2475, 0, 750, 3); //20 debris per level
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spawn.debris(3450, 0, 2000, 10); //20 debris per level
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spawn.debris(3450, 0, 2000, 18); //20 debris per level
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spawn.debris(3500, -2350, 1500, 5); //20 debris per level
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spawn.debris(3500, -2350, 1500, 3); //20 debris per level
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document.body.style.backgroundColor = "#dcdcde";
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document.body.style.backgroundColor = "#dcdcde";
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//foreground
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//foreground
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@@ -687,12 +680,12 @@ const level = {
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spawn.bodyRect(2450, 150, 150, 150, 0.4);
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spawn.bodyRect(2450, 150, 150, 150, 0.4);
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spawn.mapRect(1550, 300, 4600, 200); //ground
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spawn.mapRect(1550, 300, 4600, 200); //ground
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//floor below right tall tower
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//floor below right tall tower
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spawn.bodyRect(3000, 50, 200, 275, 0.8);
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spawn.bodyRect(3000, 50, 150, 250, 0.8);
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spawn.bodyRect(4000, 50, 200, 200, 0.8);
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spawn.bodyRect(4000, 50, 200, 150, 0.8);
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spawn.bodyRect(4500, 50, 375, 250, 0.8);
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spawn.bodyRect(4500, 50, 300, 200, 0.8);
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spawn.bodyRect(4900, -100, 300, 400, 0.4);
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spawn.bodyRect(4900, -100, 300, 300, 0.4);
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spawn.boost(5350, 275, 2850);
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spawn.boost(5350, 275, 2850);
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spawn.mapRect(6050, -450, 100, 800);
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spawn.mapRect(6050, -700, 600, 1200);
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//right tall tower
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//right tall tower
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spawn.mapRect(3700, -3200, 100, 800);
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spawn.mapRect(3700, -3200, 100, 800);
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spawn.mapRect(4700, -2910, 100, 510);
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spawn.mapRect(4700, -2910, 100, 510);
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@@ -713,9 +706,11 @@ const level = {
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spawn.randomSmallMob(5600, 100);
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spawn.randomSmallMob(5600, 100);
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spawn.randomMob(4275, -2600, 0.8);
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spawn.randomMob(4275, -2600, 0.8);
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spawn.randomMob(1050, -700, 0.8)
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spawn.randomMob(1050, -700, 0.8)
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spawn.randomMob(6050, -500, 0.7);
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spawn.randomMob(6050, -850, 0.7);
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spawn.randomMob(2150, -300, 0.6)
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spawn.randomMob(2150, -300, 0.6)
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spawn.randomMob(3900, -2700, 0.8);
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spawn.randomMob(3900, -2700, 0.8);
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spawn.randomMob(3600, -500, 0.8);
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spawn.randomMob(3400, -200, 0.8);
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spawn.randomMob(1650, -1300, 0.7)
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spawn.randomMob(1650, -1300, 0.7)
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spawn.randomMob(-4100, -50, 0.7);
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spawn.randomMob(-4100, -50, 0.7);
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spawn.randomMob(4100, -50, 0.5);
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spawn.randomMob(4100, -50, 0.5);
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@@ -991,7 +986,7 @@ const level = {
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//building 2
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//building 2
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spawn.mapRect(-4450, -600, 2300, 750);
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spawn.mapRect(-4450, -600, 2300, 750);
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spawn.mapRect(-2225, -500, 175, 550);
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spawn.mapRect(-2225, -500, 175, 550);
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spawn.boost(-2800, -600, 1000);
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spawn.boost(-2800, -600, 1150);
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spawn.mapRect(-3450, -1325, 550, 50);
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spawn.mapRect(-3450, -1325, 550, 50);
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spawn.mapRect(-3425, -2200, 525, 50);
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spawn.mapRect(-3425, -2200, 525, 50);
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spawn.mapRect(-2600, -1750, 450, 50);
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spawn.mapRect(-2600, -1750, 450, 50);
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28
js/mobs.js
28
js/mobs.js
@@ -554,7 +554,7 @@ const mobs = {
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// ctx.fillStyle = "rgba(0,0,0,0.1)";
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// ctx.fillStyle = "rgba(0,0,0,0.1)";
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// ctx.fill();
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// ctx.fill();
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// },
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// },
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curl(range = 1000) {
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curl(range = 1000, mag = -10) {
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//cause all mobs, and bodies to rotate in a circle
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//cause all mobs, and bodies to rotate in a circle
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applyCurl = function (center, array) {
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applyCurl = function (center, array) {
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for (let i = 0; i < array.length; ++i) {
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for (let i = 0; i < array.length; ++i) {
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@@ -563,28 +563,26 @@ const mobs = {
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//if too close, like center mob or shield, don't curl // if too far don't curl
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//if too close, like center mob or shield, don't curl // if too far don't curl
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if (radius2 < range * range && radius2 > 10000) {
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if (radius2 < range * range && radius2 > 10000) {
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const curlVector = Matter.Vector.perp(Matter.Vector.normalise(sub))
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const curlVector = Matter.Vector.mult(Matter.Vector.perp(Matter.Vector.normalise(sub)), mag)
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//apply curl force
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//apply curl force
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const mag = Matter.Vector.mult(curlVector, 10)
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Matter.Body.setVelocity(array[i], {
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Matter.Body.setVelocity(array[i], {
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x: array[i].velocity.x * 0.94 + mag.x * 0.06,
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x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
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y: array[i].velocity.y * 0.94 + mag.y * 0.06
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y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
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})
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})
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// //draw curl
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//draw curl
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// ctx.beginPath();
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ctx.beginPath();
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// ctx.moveTo(array[i].position.x, array[i].position.y);
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ctx.moveTo(array[i].position.x, array[i].position.y);
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// ctx.lineTo(array[i].position.x + curlVector.x * 10, array[i].position.y + curlVector.y * 10);
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ctx.lineTo(array[i].position.x + curlVector.x * 100, array[i].position.y + curlVector.y * 100);
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// ctx.lineWidth = 2;
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ctx.lineWidth = 2;
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// ctx.strokeStyle = "#000";
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ctx.strokeStyle = "#000";
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// ctx.stroke();
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ctx.stroke();
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}
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}
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}
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}
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}
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}
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applyCurl(this.position, mob);
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applyCurl(this.position, mob);
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applyCurl(this.position, body);
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applyCurl(this.position, body);
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applyCurl(this.position, [player]);
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applyCurl(this.position, powerUp);
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// applyCurl(this.position, [player]);
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//draw limit
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//draw limit
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// ctx.beginPath();
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// ctx.beginPath();
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// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
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// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
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12
js/player.js
12
js/player.js
@@ -851,7 +851,7 @@ const mech = {
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game.makeTextLog("<strong style='font-size:30px;'>Inertia Negation Field</strong><br> (right mouse or space bar)<p> field slows objects in range<br> <span style='color:#a00;'>decreased</span> field shielding efficiency</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Inertia Negation Field</strong><br> (right mouse or space bar)<p> field slows objects in range<br> <span style='color:#a00;'>decreased</span> field shielding efficiency</p>", 1200);
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// <br> field does <span style='color:#a00;'>not</span> shield player
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// <br> field does <span style='color:#a00;'>not</span> shield player
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mech.setHoldDefaults();
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mech.setHoldDefaults();
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mech.grabRange = 900
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mech.grabRange = 900;
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mech.fieldShieldingScale = 12;
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mech.fieldShieldingScale = 12;
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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@@ -1063,10 +1063,10 @@ const mech = {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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}
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}
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if (mech.fieldMeter > 0.1) {
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if (mech.fieldMeter > 0.1) {
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const grabRange1 = 100 + 95 * Math.sin(game.cycle / 23)
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const grabRange1 = 80 + 80 * Math.sin(game.cycle / 23)
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const grabRange2 = 105 + 85 * Math.sin(game.cycle / 37)
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const grabRange2 = 80 + 80 * Math.sin(game.cycle / 37)
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const grabRange3 = 90 + 90 * Math.sin(game.cycle / 47)
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const grabRange3 = 80 + 80 * Math.sin(game.cycle / 47)
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mech.grabRange = Math.max(grabRange1, grabRange2, grabRange3)
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const netGrabRange = Math.max(grabRange1, grabRange2, grabRange3)
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ctx.fillStyle = "rgba(110,170,200," + (0.15 + 0.15 * Math.random()) + ")";
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ctx.fillStyle = "rgba(110,170,200," + (0.15 + 0.15 * Math.random()) + ")";
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ctx.beginPath();
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI);
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ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI);
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@@ -1077,7 +1077,7 @@ const mech = {
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ctx.beginPath();
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI);
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ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI);
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ctx.fill();
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ctx.fill();
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mech.pushMobs360(mech.grabRange);
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mech.pushMobs360(netGrabRange);
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}
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}
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mech.drawFieldMeter()
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mech.drawFieldMeter()
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}
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}
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29
js/spawn.js
29
js/spawn.js
@@ -482,25 +482,18 @@ const spawn = {
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let me = mob[mob.length - 1];
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let me = mob[mob.length - 1];
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me.stroke = "transparent"; //used for drawSneaker
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me.stroke = "transparent"; //used for drawSneaker
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me.eventHorizon = 900; //required for black hole
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me.eventHorizon = 900; //required for black hole
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me.seeAtDistance2 = (me.eventHorizon + 500) * (me.eventHorizon + 500); //vision limit is event horizon
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me.seeAtDistance2 = (me.eventHorizon + 1000) * (me.eventHorizon + 1000); //vision limit is event horizon
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me.accelMag = 0.00011 * game.accelScale;
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me.accelMag = 0.00006 * game.accelScale;
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me.collisionFilter.mask = 0x001101
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me.collisionFilter.mask = 0x001100
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// me.frictionAir = 0.005;
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// me.frictionAir = 0.005;
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me.memory = 1000;
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me.memory = 1600;
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Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function () {
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me.onDeath = function () {
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//applying forces to player doesn't seem to work inside this method, not sure why
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//applying forces to player doesn't seem to work inside this method, not sure why
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if (Math.random() < 0.35 || mech.fieldMode === 0) powerUps.spawn(this.position.x, this.position.y, "field"); //boss spawns field upgrades
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if (Math.random() < 0.35 || mech.fieldMode === 0) powerUps.spawn(this.position.x, this.position.y, "field"); //boss spawns field upgrades
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// for (let i = 0; i < 70; i++) {
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// const index = body.length
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// 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());
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// body[index].collisionFilter.category = 0x010000;
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// body[index].collisionFilter.mask = 0x111000;
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// body[index].classType = "body";
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// World.add(engine.world, body[index]); //add to world
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// }
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if (game.levelsCleared > 6) {
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if (game.levelsCleared > 6) {
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for (let i = 0; i < 4; ++i) {
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for (let i = 0; i < (game.levelsCleared - 5); ++i) {
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spawn.sucker(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2, 20);
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spawn.sucker(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2, 20);
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Matter.Body.setVelocity(mob[mob.length - 1], {
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: (Math.random() - 0.5) * 25,
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x: (Math.random() - 0.5) * 25,
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@@ -511,7 +504,7 @@ const spawn = {
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};
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};
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me.do = function () {
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me.do = function () {
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//keep it slow, to stop issues from explosion knock backs
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//keep it slow, to stop issues from explosion knock backs
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if (this.speed > 6) {
|
if (this.speed > 2) {
|
||||||
Matter.Body.setVelocity(this, {
|
Matter.Body.setVelocity(this, {
|
||||||
x: this.velocity.x * 0.95,
|
x: this.velocity.x * 0.95,
|
||||||
y: this.velocity.y * 0.95
|
y: this.velocity.y * 0.95
|
||||||
@@ -526,7 +519,7 @@ const spawn = {
|
|||||||
this.force.y += forceMag * Math.sin(angle);
|
this.force.y += forceMag * Math.sin(angle);
|
||||||
|
|
||||||
//eventHorizon waves in and out
|
//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
|
// zoom camera in and out with the event horizon
|
||||||
|
|
||||||
//draw darkness
|
//draw darkness
|
||||||
@@ -552,7 +545,7 @@ const spawn = {
|
|||||||
ctx.fill();
|
ctx.fill();
|
||||||
//when player is inside event horizon
|
//when player is inside event horizon
|
||||||
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
|
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
|
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);
|
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);
|
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)";
|
me.stroke = "rgb(220,220,255)";
|
||||||
Matter.Body.setDensity(me, 0.0001) //very low density to not mess with the original mob's motion
|
Matter.Body.setDensity(me, 0.0001) //very low density to not mess with the original mob's motion
|
||||||
me.shield = true;
|
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({
|
consBB[consBB.length] = Constraint.create({
|
||||||
//attach shield to last spawned mob
|
//attach shield to last spawned mob
|
||||||
bodyA: me,
|
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
|
Matter.Body.setDensity(me, 0.00005) //very low density to not mess with the original mob's motion
|
||||||
me.frictionAir = 0;
|
me.frictionAir = 0;
|
||||||
me.shield = true;
|
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
|
//constrain to all mob nodes in boss
|
||||||
for (let i = 0; i < nodes; ++i) {
|
for (let i = 0; i < nodes; ++i) {
|
||||||
consBB[consBB.length] = Constraint.create({
|
consBB[consBB.length] = Constraint.create({
|
||||||
|
|||||||
Reference in New Issue
Block a user