level elevators

This commit is contained in:
landgreen
2020-07-27 16:00:22 -07:00
parent dd4e66bde8
commit d5b2504283
7 changed files with 292 additions and 206 deletions

View File

@@ -652,6 +652,7 @@ const spawn = {
}
},
spiderBoss(x, y, radius = 60 + Math.ceil(Math.random() * 10)) {
const isDaddyLongLegs = Math.random() < 0.3
let targets = [] //track who is in the node boss, for shields
mobs.spawn(x, y, 6, radius, "#b386e8");
let me = mob[mob.length - 1];
@@ -692,7 +693,8 @@ const spawn = {
});
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
// Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger
if (isDaddyLongLegs) Matter.Body.setDensity(me, 0.005); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
this.removeCons();
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
@@ -705,7 +707,7 @@ const spawn = {
};
radius = 22 // radius of each node mob
const sideLength = 100 // distance between each node mob
const sideLength = isDaddyLongLegs ? 50 : 100 // distance between each node mob
const nodes = 6
const angle = 2 * Math.PI / nodes
@@ -713,23 +715,23 @@ const spawn = {
for (let i = 0; i < nodes; ++i) {
spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius, 12);
// const who = mob[mob.length - 1]
// who.frictionAir = 0.06
// who.accelMag = 0.005 * game.accelScale
if (isDaddyLongLegs) Matter.Body.setDensity(mob[mob.length - 1], 0.005); //extra dense //normal is 0.001 //makes effective life much larger
targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
}
//spawn shield for entire boss
spawn.bossShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
//spawn shield around all nodes
if (!isDaddyLongLegs) spawn.bossShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
spawn.allowShields = true;
spawn.constrain2AdjacentMobs(nodes + 1, 0.05, true); //loop mobs together
const attachmentStiffness = isDaddyLongLegs ? 0.0001 : 0.05
if (!isDaddyLongLegs) spawn.constrain2AdjacentMobs(nodes + 2, attachmentStiffness, true); //loop mobs together
for (let i = 0; i < nodes; ++i) { //attach to center mob
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 1],
stiffness: 0.05
stiffness: attachmentStiffness,
damping: 0.01
});
console.log(consBB[consBB.length - 1])
}
},
timeSkipBoss(x, y, radius = 55) {
@@ -1072,10 +1074,9 @@ const spawn = {
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.rotateVelocity = Math.min(0.0054, 0.0022 * game.accelScale * game.accelScale) * (level.levelsCleared > 8 ? 1 : -1)
me.rotateVelocity = Math.min(0.005, 0.002 * game.accelScale * game.accelScale) * (level.levelsCleared > 8 ? 1 : -1)
me.do = function () {
this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
if (!mech.isBodiesAsleep) {
//check if slowed
let slowed = false
@@ -1090,7 +1091,6 @@ const spawn = {
Matter.Body.setAngle(me, this.count * this.rotateVelocity)
}
}
// this.torque -= this.inertia * 0.0000025 / (4 + this.health);
Matter.Body.setVelocity(this, {
x: 0,
@@ -2041,7 +2041,7 @@ const spawn = {
};
}
},
bossShield(targets, x, y, radius) {
bossShield(targets, x, y, radius, stiffness = 0.4) {
const nodes = targets.length
mobs.spawn(x, y, 9, radius, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];
@@ -2057,7 +2057,7 @@ const spawn = {
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 2],
stiffness: 0.4,
stiffness: stiffness,
damping: 0.1
});
}