foam wall collisions, Bayesian one choice

This commit is contained in:
landgreen
2020-04-25 13:04:39 -07:00
parent 42338ea49e
commit d24ea799cb
10 changed files with 136 additions and 90 deletions

View File

@@ -15,10 +15,10 @@ const level = {
if (build.isURLBuild && level.levelsCleared === 0) build.onLoadPowerUps();
if (level.levelsCleared === 0) { //this code only runs on the first level
// level.difficultyIncrease(9)
// b.giveGuns("missiles")
b.giveGuns("foam")
// mech.setField("time dilation field")
// b.giveMod("renormalization");
// b.giveMod("pocket universe");
// b.giveMod("quantum tunneling");
// b.giveGuns("grenades")
// b.giveMod("rocket-propelled grenade");
// mech.setField("pilot wave")
@@ -100,7 +100,7 @@ const level = {
//******************************************************************************************************************
testing() {
level.difficultyIncrease(9);
level.difficultyIncrease(19);
spawn.setSpawnList();
spawn.setSpawnList();
level.defaultZoom = 1500
@@ -153,12 +153,16 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.bomberBoss(2900, -500)
spawn.stabber(1200, -500)
// spawn.chaser(1200, -500)
spawn.suckerBoss(1200, -500)
// spawn.hopper(1200, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "spiker")
// spawn.hopper(1200, -500)
// spawn.timeSkipBoss(2900, -500)
// spawn.randomMob(1600, -500)
spawn.boost()
spawn.boost(1500, 0, 1400);
},
bosses() {
@@ -254,28 +258,35 @@ const level = {
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
document.body.style.backgroundColor = "#eee";
document.body.style.backgroundColor = "#ddd";
// game.draw.mapFill = "#444"
// game.draw.bodyFill = "rgba(140,140,140,0.85)"
// game.draw.bodyStroke = "#222"
level.fill.push({
x: 2600,
y: -600,
width: 400,
height: 500,
color: "rgba(0,255,255,0.05)"
});
level.fillBG.push({
x: 2600,
y: -600,
width: 400,
height: 500,
color: "#dee"
color: "#fff"
});
level.fill.push({
x: -150,
y: -1000,
width: 2750,
height: 1000,
color: "rgba(0,10,30,0.04)"
});
// level.fill.push({
// x: -150,
// y: -1000,
// width: 2750,
// height: 1000,
// color: "rgba(0,10,30,0.04)"
// });
const lineColor = "#ddd"
const lineColor = "#ccc"
level.fillBG.push({
x: 1600,
y: -500,
@@ -428,8 +439,7 @@ const level = {
spawn.bodyRect(2000, 50, 60, 60);
// spawn.bodyRect(1650, 50, 300, 200);
spawn.bodyRect(3175, -155, 325, 325);
spawn.mapRect(1800, 175, 800, 100); //stops above body from moving to right
spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
//exit building
// spawn.mapRect(-100, -410, 100, 30);
spawn.mapRect(-300, -800, 500, 50);
@@ -509,7 +519,7 @@ const level = {
});
//far right structure
spawn.mapRect(5200, -775, 100, 920);
spawn.mapRect(5200, -725, 100, 870);
spawn.mapRect(5300, -1075, 350, 1220);
spawn.boost(5825, 235, 1400);
level.fill.push({
@@ -528,8 +538,8 @@ const level = {
height: 1500,
color: "rgba(0,20,40,0.13)"
});
spawn.mapRect(4000, -400, 325, 50);
spawn.mapRect(4725, -400, 325, 50);
spawn.mapRect(3950, -350, 375, 50);
spawn.mapRect(4725, -350, 375, 50);
spawn.mapRect(4000, -1300, 1050, 100);
//steep stairs