working on cell boss
This commit is contained in:
379
js/level.js
379
js/level.js
@@ -13,13 +13,13 @@ const level = {
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levelsCleared: 0,
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start() {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(7)
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// b.giveGuns("flak")
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level.difficultyIncrease(4)
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b.giveGuns("minigun")
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// mech.setField("phase decoherence field")
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// b.giveMod("ground stomp");
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level.intro(); //starting level
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// level.testingMap();
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// level.intro(); //starting level
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level.testingMap();
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// level.bosses();
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// level.satellite();
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// level.skyscrapers();
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@@ -73,189 +73,6 @@ const level = {
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},
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//******************************************************************************************************************
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//******************************************************************************************************************
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satellite() {
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// game.zoomScale = 4500 // remove
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level.defaultZoom = 1700 // 4500 // 1400
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game.zoomTransition(level.defaultZoom)
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mech.setPosToSpawn(-50, -50); //normal spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = -100;
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level.exit.y = -425;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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powerUps.spawnStartingPowerUps(4450, -1400);
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spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
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spawn.debris(4830, -1330, 850, 3); //16 debris per level
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spawn.debris(3035, -3900, 1500, 3); //16 debris per level
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document.body.style.backgroundColor = "#dbdcde";
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//spawn start building
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spawn.mapRect(-300, -800, 50, 800);
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spawn.mapRect(-100, -20, 100, 30);
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spawn.mapRect(-300, -10, 500, 50);
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spawn.mapRect(150, -515, 50, 365);
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spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room
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spawn.mapRect(-300, 0, 1000, 300); //ground
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spawn.mapRect(-300, 250, 6300, 300); //deeper ground
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spawn.bodyRect(2100, 50, 80, 80);
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spawn.bodyRect(2000, 50, 60, 60);
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// spawn.bodyRect(1650, 50, 300, 200);
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spawn.bodyRect(3175, -155, 325, 325);
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spawn.mapRect(1800, 175, 800, 100); //stops above body from moving to right
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//exit building
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spawn.mapRect(-100, -410, 100, 30);
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spawn.mapRect(-300, -800, 500, 50);
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spawn.mapRect(150, -800, 50, 110);
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spawn.bodyRect(170, -690, 14, 175, 1, spawn.propsFriction); //door to exit room
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spawn.mapRect(-300, -400, 500, 100); //far left starting ceiling
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level.fill.push({
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x: -250,
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y: -400,
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width: 1800,
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height: 775,
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color: "rgba(0,20,40,0.2)"
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});
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level.fill.push({
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x: 1800,
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y: -475,
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width: 850,
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height: 775,
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color: "rgba(0,20,40,0.2)"
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});
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level.fillBG.push({
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x: -250,
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y: -750,
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width: 420,
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height: 450,
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color: "#d4f4f4"
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});
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//tall platform above exit
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spawn.mapRect(-500, -1900, 400, 50); //super high shade
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spawn.mapRect(0, -1900, 400, 50); //super high shade
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spawn.mapRect(-150, -1350, 200, 25); //super high shade
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level.fillBG.push({
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x: -300,
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y: -1900,
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width: 500,
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height: 1100,
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color: "#d0d4d6"
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});
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//tall platform
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spawn.mapVertex(1125, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(150, -500, 1400, 100); //far left starting ceiling
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spawn.mapRect(625, -2450, 1000, 50); //super high shade
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spawn.bodyRect(1300, -3600, 150, 150); //shield from laser
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level.fillBG.push({
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x: 900,
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y: -2450,
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width: 450,
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height: 2050,
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color: "#d0d4d6"
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});
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//tall platform
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spawn.mapVertex(2225, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(1725, -2800, 1000, 50); //super high shade
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spawn.mapRect(1800, -500, 850, 100); //far left starting ceiling
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spawn.bodyRect(2400, -2950, 150, 150); //shield from laser
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level.fillBG.push({
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x: 2000,
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y: -2800,
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width: 450,
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height: 2300,
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color: "#d0d4d6"
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});
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//tall platform
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spawn.mapVertex(3350, 250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(2850, -3150, 1000, 50); //super high shade
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spawn.bodyRect(3675, -3470, 525, 20); //plank
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spawn.bodyRect(3600, -3450, 200, 300); //plank support block
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level.fillBG.push({
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x: 3125,
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y: -3100,
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width: 450,
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height: 3300,
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color: "#d0d4d6"
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});
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//far right structure
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spawn.mapRect(5200, -775, 100, 920);
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spawn.mapRect(5300, -1075, 350, 1220);
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spawn.boost(5825, 235, 1400);
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level.fillBG.push({
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x: 5200,
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y: 125,
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width: 450,
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height: 200,
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color: "rgba(0,20,40,0.2)"
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});
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//structure bellow tall stairs
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level.fill.push({
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x: 4000,
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y: -1200,
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width: 1050,
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height: 1500,
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color: "rgba(0,20,40,0.13)"
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});
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spawn.mapRect(4000, -400, 325, 50);
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spawn.mapRect(4725, -400, 325, 50);
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spawn.mapRect(4000, -1300, 1050, 100);
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//steep stairs
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spawn.mapRect(4100, -1700, 100, 100);
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spawn.mapRect(4200, -2050, 100, 450);
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spawn.mapRect(4300, -2400, 100, 800);
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spawn.mapRect(4400, -2750, 100, 1150);
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spawn.mapRect(4500, -3100, 100, 1500);
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spawn.mapRect(4600, -3450, 100, 1850);
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spawn.mapRect(4100, -3450, 100, 700); //left top shelf
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spawn.mapRect(4200, -3450, 100, 400); //left top shelf
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spawn.mapRect(4300, -3450, 100, 100); //left top shelf
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level.fillBG.push({
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x: 4100,
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y: -3450,
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width: 500,
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height: 1750,
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color: "#d0d4d6"
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});
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level.fill.push({
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x: 4100,
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y: -1600,
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width: 600,
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height: 300,
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color: "rgba(0,20,40,0.13)"
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});
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spawn.randomSmallMob(4400, -3500);
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spawn.randomSmallMob(4800, -800);
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spawn.randomSmallMob(800, 150);
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spawn.randomMob(700, -600, 0.8);
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spawn.randomMob(3100, -3600, 0.7);
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spawn.randomMob(3300, -1000, 0.7);
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spawn.randomMob(4200, -250, 0.7);
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spawn.randomMob(4900, -1500, 0.6);
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spawn.randomMob(1200, 100, 0.4);
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spawn.randomMob(5900, -1500, 0.4);
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spawn.randomMob(4700, -800, 0.4);
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spawn.randomMob(1400, -400, 0.3);
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spawn.randomMob(1200, 100, 0.3);
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spawn.randomMob(2550, -100, 0.2);
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spawn.randomMob(2000, -2800, 0.2);
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spawn.randomMob(2000, -500, 0.2);
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spawn.randomMob(4475, -3550, 0.1);
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spawn.randomBoss(5000, -2150, 1);
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spawn.randomBoss(3700, -4100, 0.3);
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spawn.randomBoss(2700, -1600, 0.1);
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spawn.randomBoss(1600, -100, 0);
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spawn.randomBoss(5000, -3900, -0.3);
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// spawn.laserBoss(2750, -2600);
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if (game.difficulty > 3) spawn.laserBoss(3050, -2850);
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},
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testingMap() {
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//start with all guns
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// level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why?
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@@ -310,9 +127,10 @@ const level = {
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// powerUps.spawn(450, -400, "mod", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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// spawn.bomber(800, -450);
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spawn.laserBoss(400, -750);
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spawn.cellBoss(400, -750);
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// spawn.laser(400, -550);
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spawn.starter(1200, -1050);
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// spawn.starter(1200, -1050);
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// spawn.nodeBoss(-600, -550, "starter");
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// spawn.starter(800, -150);
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// spawn.beamer(800, -150);
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@@ -542,6 +360,189 @@ const level = {
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// spawn.healer(1000, -500)
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// spawn.healer(1000, -400)
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},
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satellite() {
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// game.zoomScale = 4500 // remove
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level.defaultZoom = 1700 // 4500 // 1400
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game.zoomTransition(level.defaultZoom)
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mech.setPosToSpawn(-50, -50); //normal spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = -100;
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level.exit.y = -425;
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level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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powerUps.spawnStartingPowerUps(4450, -1400);
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spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
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spawn.debris(4830, -1330, 850, 3); //16 debris per level
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spawn.debris(3035, -3900, 1500, 3); //16 debris per level
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document.body.style.backgroundColor = "#dbdcde";
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//spawn start building
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spawn.mapRect(-300, -800, 50, 800);
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spawn.mapRect(-100, -20, 100, 30);
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spawn.mapRect(-300, -10, 500, 50);
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spawn.mapRect(150, -515, 50, 365);
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spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room
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spawn.mapRect(-300, 0, 1000, 300); //ground
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spawn.mapRect(-300, 250, 6300, 300); //deeper ground
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spawn.bodyRect(2100, 50, 80, 80);
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spawn.bodyRect(2000, 50, 60, 60);
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// spawn.bodyRect(1650, 50, 300, 200);
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spawn.bodyRect(3175, -155, 325, 325);
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spawn.mapRect(1800, 175, 800, 100); //stops above body from moving to right
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//exit building
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spawn.mapRect(-100, -410, 100, 30);
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spawn.mapRect(-300, -800, 500, 50);
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spawn.mapRect(150, -800, 50, 110);
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spawn.bodyRect(170, -690, 14, 175, 1, spawn.propsFriction); //door to exit room
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spawn.mapRect(-300, -400, 500, 100); //far left starting ceiling
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level.fill.push({
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x: -250,
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y: -400,
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width: 1800,
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height: 775,
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color: "rgba(0,20,40,0.2)"
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});
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level.fill.push({
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x: 1800,
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y: -475,
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width: 850,
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height: 775,
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color: "rgba(0,20,40,0.2)"
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});
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level.fillBG.push({
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x: -250,
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y: -750,
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width: 420,
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height: 450,
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color: "#d4f4f4"
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});
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//tall platform above exit
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spawn.mapRect(-500, -1900, 400, 50); //super high shade
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spawn.mapRect(0, -1900, 400, 50); //super high shade
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spawn.mapRect(-150, -1350, 200, 25); //super high shade
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level.fillBG.push({
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x: -300,
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y: -1900,
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width: 500,
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height: 1100,
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color: "#d0d4d6"
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});
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//tall platform
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spawn.mapVertex(1125, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(150, -500, 1400, 100); //far left starting ceiling
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spawn.mapRect(625, -2450, 1000, 50); //super high shade
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spawn.bodyRect(1300, -3600, 150, 150); //shield from laser
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level.fillBG.push({
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x: 900,
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y: -2450,
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width: 450,
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height: 2050,
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color: "#d0d4d6"
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});
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//tall platform
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spawn.mapVertex(2225, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(1725, -2800, 1000, 50); //super high shade
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spawn.mapRect(1800, -500, 850, 100); //far left starting ceiling
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spawn.bodyRect(2400, -2950, 150, 150); //shield from laser
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level.fillBG.push({
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x: 2000,
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y: -2800,
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width: 450,
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height: 2300,
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color: "#d0d4d6"
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});
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//tall platform
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spawn.mapVertex(3350, 250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(2850, -3150, 1000, 50); //super high shade
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spawn.bodyRect(3675, -3470, 525, 20); //plank
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spawn.bodyRect(3600, -3450, 200, 300); //plank support block
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level.fillBG.push({
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x: 3125,
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y: -3100,
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width: 450,
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height: 3300,
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color: "#d0d4d6"
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});
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//far right structure
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spawn.mapRect(5200, -775, 100, 920);
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spawn.mapRect(5300, -1075, 350, 1220);
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spawn.boost(5825, 235, 1400);
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level.fillBG.push({
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x: 5200,
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y: 125,
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width: 450,
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height: 200,
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color: "rgba(0,20,40,0.2)"
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});
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//structure bellow tall stairs
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level.fill.push({
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x: 4000,
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y: -1200,
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width: 1050,
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height: 1500,
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color: "rgba(0,20,40,0.13)"
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});
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spawn.mapRect(4000, -400, 325, 50);
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spawn.mapRect(4725, -400, 325, 50);
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spawn.mapRect(4000, -1300, 1050, 100);
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//steep stairs
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spawn.mapRect(4100, -1700, 100, 100);
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spawn.mapRect(4200, -2050, 100, 450);
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spawn.mapRect(4300, -2400, 100, 800);
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spawn.mapRect(4400, -2750, 100, 1150);
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spawn.mapRect(4500, -3100, 100, 1500);
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spawn.mapRect(4600, -3450, 100, 1850);
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spawn.mapRect(4100, -3450, 100, 700); //left top shelf
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spawn.mapRect(4200, -3450, 100, 400); //left top shelf
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spawn.mapRect(4300, -3450, 100, 100); //left top shelf
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level.fillBG.push({
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x: 4100,
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y: -3450,
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width: 500,
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height: 1750,
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color: "#d0d4d6"
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});
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level.fill.push({
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x: 4100,
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y: -1600,
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width: 600,
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height: 300,
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color: "rgba(0,20,40,0.13)"
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});
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spawn.randomSmallMob(4400, -3500);
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spawn.randomSmallMob(4800, -800);
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spawn.randomSmallMob(800, 150);
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spawn.randomMob(700, -600, 0.8);
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spawn.randomMob(3100, -3600, 0.7);
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spawn.randomMob(3300, -1000, 0.7);
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spawn.randomMob(4200, -250, 0.7);
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spawn.randomMob(4900, -1500, 0.6);
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spawn.randomMob(1200, 100, 0.4);
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spawn.randomMob(5900, -1500, 0.4);
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spawn.randomMob(4700, -800, 0.4);
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spawn.randomMob(1400, -400, 0.3);
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spawn.randomMob(1200, 100, 0.3);
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spawn.randomMob(2550, -100, 0.2);
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spawn.randomMob(2000, -2800, 0.2);
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spawn.randomMob(2000, -500, 0.2);
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spawn.randomMob(4475, -3550, 0.1);
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spawn.randomBoss(5000, -2150, 1);
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spawn.randomBoss(3700, -4100, 0.3);
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spawn.randomBoss(2700, -1600, 0.1);
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spawn.randomBoss(1600, -100, 0);
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spawn.randomBoss(5000, -3900, -0.3);
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// spawn.laserBoss(2750, -2600);
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if (game.difficulty > 3) spawn.laserBoss(3050, -2850);
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},
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rooftops() {
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level.defaultZoom = 1700
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game.zoomTransition(level.defaultZoom)
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Reference in New Issue
Block a user