laser boss

added laser boss, getting ready for new map
limit on born rule spawn
some gun balance
Pauli exclusion buff
This commit is contained in:
landgreen
2020-01-24 04:52:23 -08:00
parent 95c09efc5e
commit c7e85dcc02
8 changed files with 192 additions and 65 deletions

View File

@@ -650,7 +650,6 @@ const spawn = {
}
},
laser(x, y, radius = 30) {
//only on level 1
mobs.spawn(x, y, 3, radius, "#f00");
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
@@ -666,6 +665,128 @@ const spawn = {
this.laser();
};
},
laserBoss(x, y, radius = 130) {
mobs.spawn(x, y, 3, radius, "#f00");
let me = mob[mob.length - 1];
me.startingPosition = {
x: x,
y: y
}
// me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
// Matter.Body.rotate(me, Math.random() * Math.PI * 2);
Matter.Body.setDensity(me, 0.004 + 0.001 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.laser = function (where, angle) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
};
const seeRange = 4000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: where.x + seeRange * Math.cos(angle),
y: where.y + seeRange * Math.sin(angle)
};
vertexCollision(where, look, mob);
vertexCollision(where, look, map);
vertexCollision(where, look, body);
if (!mech.isStealth) vertexCollision(where, look, [player]);
//hitting mob
if (best.who) {
if (best.who.mob) {
// dmg = 0.03 * game.dmgScale;
best.who.damage(0.1);
//draw damage
game.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: Math.sqrt(dmg) * 50,
color: game.playerDmgColor,
time: game.drawTime
});
}
// hitting player
if (best.who === player) {
dmg = 0.03 * game.dmgScale;
mech.damage(dmg);
//draw damage
game.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: dmg * 2000,
color: game.mobDmgColor,
time: game.drawTime
});
}
}
//draw beam
if (best.dist2 === Infinity) best = look;
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
}
me.do = function () {
this.torque = this.lookTorque * this.inertia * 0.2;
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
Matter.Body.setPosition(this, this.startingPosition);
ctx.beginPath();
this.laser(this.vertices[0], this.angle + Math.PI / 3);
this.laser(this.vertices[1], this.angle + Math.PI);
this.laser(this.vertices[2], this.angle - Math.PI / 3);
ctx.strokeStyle = "#f00"; // Purple path
ctx.lineWidth = 3;
ctx.setLineDash([50 + 120 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([0, 0]);
// this.laser(this.vertices[2], this.angle + Math.PI / 3);
};
},
striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
let me = mob[mob.length - 1];