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

@@ -13,17 +13,18 @@ const level = {
// game.zoomScale = 1400 //1400 // game.zoomScale = 1400 //1400
if (game.levelsCleared === 0) { if (game.levelsCleared === 0) {
document.title = "n-gon"; document.title = "n-gon";
// this.intro(); //starting level // game.levelsCleared = 4; //for testing to simulate possible mobs spawns
// b.giveGuns(1) // set a starting gun for testing
// b.giveGuns("all", 1000)
// mech.fieldUpgrades[5]() //give a field power up for testing
this.intro(); //starting level
// this.testingMap(); // this.testingMap();
// this.bosses(); // this.bosses();
this.aerie(); // this.aerie();
// this.rooftops(); // this.rooftops();
// this.warehouse(); // this.warehouse();
// this.highrise(); // this.highrise();
// this.office(); // this.office();
// b.giveGuns(1) // set a starting gun for testing
b.giveGuns("all", 1000)
// mech.fieldUpgrades[5]() //give a field power up for testing
} else { } else {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
this[this.levels[this.onLevel]](); //picks the current map from the the levels array this[this.levels[this.onLevel]](); //picks the current map from the the levels array
@@ -498,11 +499,7 @@ const level = {
spawn.bodyRect(-240, -2115, 30, 36); //door to starting room spawn.bodyRect(-240, -2115, 30, 36); //door to starting room
spawn.bodyRect(-240, -2080, 30, 35); //door to starting room spawn.bodyRect(-240, -2080, 30, 35); //door to starting room
spawn.bodyRect(-240, -2045, 30, 35); //door to starting room spawn.bodyRect(-240, -2045, 30, 35); //door to starting room
spawn.mapRect(1950, -2000, 600, 50); spawn.mapRect(1950, -2000, 600, 50);
spawn.bodyRect(200, -2150, 200, 220, 0.8); spawn.bodyRect(200, -2150, 200, 220, 0.8);
spawn.mapRect(700, -2275, 700, 50); spawn.mapRect(700, -2275, 700, 50);
spawn.bodyRect(1050, -2350, 30, 30, 0.8); spawn.bodyRect(1050, -2350, 30, 30, 0.8);
@@ -527,8 +524,6 @@ const level = {
spawn.bodyRect(3500, -850, 75, 125, 0.8); spawn.bodyRect(3500, -850, 75, 125, 0.8);
spawn.mapRect(3450, -1000, 50, 580); //left building wall spawn.mapRect(3450, -1000, 50, 580); //left building wall
spawn.bodyRect(3460, -420, 30, 144); spawn.bodyRect(3460, -420, 30, 144);
spawn.mapRect(5450, -775, 100, 875); //right building wall spawn.mapRect(5450, -775, 100, 875); //right building wall
spawn.bodyRect(4850, -750, 300, 25, 0.8); spawn.bodyRect(4850, -750, 300, 25, 0.8);
spawn.bodyRect(3925, -1400, 100, 150, 0.8); spawn.bodyRect(3925, -1400, 100, 150, 0.8);
@@ -540,11 +535,9 @@ const level = {
spawn.mapRect(4500, -700, 50, 600); spawn.mapRect(4500, -700, 50, 600);
spawn.bodyRect(4510, -100, 30, 100, 0.8); spawn.bodyRect(4510, -100, 30, 100, 0.8);
spawn.mapRect(4500, -925, 100, 50); spawn.mapRect(4500, -925, 100, 50);
spawn.spawnStairs(3800, 0, 3, 150, 206); //stairs top exit spawn.spawnStairs(3800, 0, 3, 150, 206); //stairs top exit
spawn.mapRect(3400, -275, 450, 275); //exit platform spawn.mapRect(3400, -275, 450, 275); //exit platform
spawn.randomSmallMob(2200, -1775); spawn.randomSmallMob(2200, -1775);
spawn.randomSmallMob(4000, -825); spawn.randomSmallMob(4000, -825);
spawn.randomSmallMob(-350, -2400); spawn.randomSmallMob(-350, -2400);
@@ -568,7 +561,7 @@ const level = {
}, },
aerie() { aerie() {
// game.setZoom(3000); // game.setZoom(3000);
game.levelsCleared = 5; //for testing to simulate possible mobs spawns // game.levelsCleared = 4; //for testing to simulate possible mobs spawns
game.zoomTransition(2100) //1400 is normal game.zoomTransition(2100) //1400 is normal
const backwards = (Math.random() < 0.75) ? false : true; const backwards = (Math.random() < 0.75) ? false : true;
@@ -588,10 +581,10 @@ const level = {
level.enter.y = mech.spawnPos.y + 20; level.enter.y = mech.spawnPos.y + 20;
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel"); this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
powerUps.spawnStartingPowerUps(1075, -550); powerUps.spawnStartingPowerUps(1075, -550);
spawn.debris(-250, 50, 1650, 5); //20 debris per level spawn.debris(-250, 50, 1650, 3); //20 debris per level
spawn.debris(2475, 0, 750, 5); //20 debris per level spawn.debris(2475, 0, 750, 3); //20 debris per level
spawn.debris(3450, 0, 2000, 10); //20 debris per level spawn.debris(3450, 0, 2000, 18); //20 debris per level
spawn.debris(3500, -2350, 1500, 5); //20 debris per level spawn.debris(3500, -2350, 1500, 3); //20 debris per level
document.body.style.backgroundColor = "#dcdcde"; document.body.style.backgroundColor = "#dcdcde";
//foreground //foreground
@@ -687,12 +680,12 @@ const level = {
spawn.bodyRect(2450, 150, 150, 150, 0.4); spawn.bodyRect(2450, 150, 150, 150, 0.4);
spawn.mapRect(1550, 300, 4600, 200); //ground spawn.mapRect(1550, 300, 4600, 200); //ground
//floor below right tall tower //floor below right tall tower
spawn.bodyRect(3000, 50, 200, 275, 0.8); spawn.bodyRect(3000, 50, 150, 250, 0.8);
spawn.bodyRect(4000, 50, 200, 200, 0.8); spawn.bodyRect(4000, 50, 200, 150, 0.8);
spawn.bodyRect(4500, 50, 375, 250, 0.8); spawn.bodyRect(4500, 50, 300, 200, 0.8);
spawn.bodyRect(4900, -100, 300, 400, 0.4); spawn.bodyRect(4900, -100, 300, 300, 0.4);
spawn.boost(5350, 275, 2850); spawn.boost(5350, 275, 2850);
spawn.mapRect(6050, -450, 100, 800); spawn.mapRect(6050, -700, 600, 1200);
//right tall tower //right tall tower
spawn.mapRect(3700, -3200, 100, 800); spawn.mapRect(3700, -3200, 100, 800);
spawn.mapRect(4700, -2910, 100, 510); spawn.mapRect(4700, -2910, 100, 510);
@@ -713,9 +706,11 @@ const level = {
spawn.randomSmallMob(5600, 100); spawn.randomSmallMob(5600, 100);
spawn.randomMob(4275, -2600, 0.8); spawn.randomMob(4275, -2600, 0.8);
spawn.randomMob(1050, -700, 0.8) spawn.randomMob(1050, -700, 0.8)
spawn.randomMob(6050, -500, 0.7); spawn.randomMob(6050, -850, 0.7);
spawn.randomMob(2150, -300, 0.6) spawn.randomMob(2150, -300, 0.6)
spawn.randomMob(3900, -2700, 0.8); spawn.randomMob(3900, -2700, 0.8);
spawn.randomMob(3600, -500, 0.8);
spawn.randomMob(3400, -200, 0.8);
spawn.randomMob(1650, -1300, 0.7) spawn.randomMob(1650, -1300, 0.7)
spawn.randomMob(-4100, -50, 0.7); spawn.randomMob(-4100, -50, 0.7);
spawn.randomMob(4100, -50, 0.5); spawn.randomMob(4100, -50, 0.5);
@@ -991,7 +986,7 @@ const level = {
//building 2 //building 2
spawn.mapRect(-4450, -600, 2300, 750); spawn.mapRect(-4450, -600, 2300, 750);
spawn.mapRect(-2225, -500, 175, 550); spawn.mapRect(-2225, -500, 175, 550);
spawn.boost(-2800, -600, 1000); spawn.boost(-2800, -600, 1150);
spawn.mapRect(-3450, -1325, 550, 50); spawn.mapRect(-3450, -1325, 550, 50);
spawn.mapRect(-3425, -2200, 525, 50); spawn.mapRect(-3425, -2200, 525, 50);
spawn.mapRect(-2600, -1750, 450, 50); spawn.mapRect(-2600, -1750, 450, 50);

View File

@@ -554,7 +554,7 @@ const mobs = {
// ctx.fillStyle = "rgba(0,0,0,0.1)"; // ctx.fillStyle = "rgba(0,0,0,0.1)";
// ctx.fill(); // ctx.fill();
// }, // },
curl(range = 1000) { curl(range = 1000, mag = -10) {
//cause all mobs, and bodies to rotate in a circle //cause all mobs, and bodies to rotate in a circle
applyCurl = function (center, array) { applyCurl = function (center, array) {
for (let i = 0; i < array.length; ++i) { for (let i = 0; i < array.length; ++i) {
@@ -563,28 +563,26 @@ const mobs = {
//if too close, like center mob or shield, don't curl // if too far don't curl //if too close, like center mob or shield, don't curl // if too far don't curl
if (radius2 < range * range && radius2 > 10000) { if (radius2 < range * range && radius2 > 10000) {
const curlVector = Matter.Vector.perp(Matter.Vector.normalise(sub)) const curlVector = Matter.Vector.mult(Matter.Vector.perp(Matter.Vector.normalise(sub)), mag)
//apply curl force //apply curl force
const mag = Matter.Vector.mult(curlVector, 10)
Matter.Body.setVelocity(array[i], { Matter.Body.setVelocity(array[i], {
x: array[i].velocity.x * 0.94 + mag.x * 0.06, x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
y: array[i].velocity.y * 0.94 + mag.y * 0.06 y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
}) })
// //draw curl
//draw curl // ctx.beginPath();
ctx.beginPath(); // ctx.moveTo(array[i].position.x, array[i].position.y);
ctx.moveTo(array[i].position.x, array[i].position.y); // ctx.lineTo(array[i].position.x + curlVector.x * 10, array[i].position.y + curlVector.y * 10);
ctx.lineTo(array[i].position.x + curlVector.x * 100, array[i].position.y + curlVector.y * 100); // ctx.lineWidth = 2;
ctx.lineWidth = 2; // ctx.strokeStyle = "#000";
ctx.strokeStyle = "#000"; // ctx.stroke();
ctx.stroke();
} }
} }
} }
applyCurl(this.position, mob); applyCurl(this.position, mob);
applyCurl(this.position, body); applyCurl(this.position, body);
applyCurl(this.position, [player]); applyCurl(this.position, powerUp);
// applyCurl(this.position, [player]);
//draw limit //draw limit
// ctx.beginPath(); // ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI); // ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);

View File

@@ -851,7 +851,7 @@ const mech = {
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); 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);
// <br> field does <span style='color:#a00;'>not</span> shield player // <br> field does <span style='color:#a00;'>not</span> shield player
mech.setHoldDefaults(); mech.setHoldDefaults();
mech.grabRange = 900 mech.grabRange = 900;
mech.fieldShieldingScale = 12; mech.fieldShieldingScale = 12;
// mech.fieldArc = 1; //field covers full 360 degrees // mech.fieldArc = 1; //field covers full 360 degrees
// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) // mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
@@ -1063,10 +1063,10 @@ const mech = {
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) 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)
} }
if (mech.fieldMeter > 0.1) { if (mech.fieldMeter > 0.1) {
const grabRange1 = 100 + 95 * Math.sin(game.cycle / 23) const grabRange1 = 80 + 80 * Math.sin(game.cycle / 23)
const grabRange2 = 105 + 85 * Math.sin(game.cycle / 37) const grabRange2 = 80 + 80 * Math.sin(game.cycle / 37)
const grabRange3 = 90 + 90 * Math.sin(game.cycle / 47) const grabRange3 = 80 + 80 * Math.sin(game.cycle / 47)
mech.grabRange = Math.max(grabRange1, grabRange2, grabRange3) const netGrabRange = Math.max(grabRange1, grabRange2, grabRange3)
ctx.fillStyle = "rgba(110,170,200," + (0.15 + 0.15 * Math.random()) + ")"; ctx.fillStyle = "rgba(110,170,200," + (0.15 + 0.15 * Math.random()) + ")";
ctx.beginPath(); ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI); ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI);
@@ -1077,7 +1077,7 @@ const mech = {
ctx.beginPath(); ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI); ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI);
ctx.fill(); ctx.fill();
mech.pushMobs360(mech.grabRange); mech.pushMobs360(netGrabRange);
} }
mech.drawFieldMeter() mech.drawFieldMeter()
} }

View File

@@ -482,25 +482,18 @@ const spawn = {
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = 900; //required for black hole me.eventHorizon = 900; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 500) * (me.eventHorizon + 500); //vision limit is event horizon me.seeAtDistance2 = (me.eventHorizon + 1000) * (me.eventHorizon + 1000); //vision limit is event horizon
me.accelMag = 0.00011 * game.accelScale; me.accelMag = 0.00006 * game.accelScale;
me.collisionFilter.mask = 0x001101 me.collisionFilter.mask = 0x001100
// me.frictionAir = 0.005; // 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 Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () { me.onDeath = function () {
//applying forces to player doesn't seem to work inside this method, not sure why //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 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) { 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); 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], { Matter.Body.setVelocity(mob[mob.length - 1], {
x: (Math.random() - 0.5) * 25, x: (Math.random() - 0.5) * 25,
@@ -511,7 +504,7 @@ const spawn = {
}; };
me.do = function () { me.do = function () {
//keep it slow, to stop issues from explosion knock backs //keep it slow, to stop issues from explosion knock backs
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({