working on cell boss

This commit is contained in:
lilgreenland
2020-01-30 16:24:09 -08:00
parent 1f17a026ac
commit e1c5f41dac
3 changed files with 225 additions and 203 deletions

View File

@@ -2,6 +2,8 @@
/* TODO: *******************************************
*****************************************************
boss: bacteria boss, duplicates when player is in range
mod: remove all guns from the game, but double health, shields, and damage
mod: like Born rule, but for guns
@@ -9,20 +11,6 @@ mod: like Born rule, but for guns
field that pushes everything back, and can destroy smaller blocks
converts blocks into ammo power ups
give mods a requirement
check for require before choosing mods displayed in selection
require: {
type: "gun"
name: "drone"
}
drones move faster
require: {
type: "mod"
name: "high explosives"
}
immunity to explosions
remove immunity from high explosives, but buff explosion radius a bit
mod: make player invisible when...
use the flag from phase field

View File

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

View File

@@ -141,6 +141,39 @@ const spawn = {
this.attraction();
};
},
cellBoss(x, y, radius = 30, dropPowerUp = true) {
//easy mob for on level 1
mobs.spawn(x, y, 8, radius, "#9ccdc6");
let me = mob[mob.length - 1];
me.accelMag = 0.0005 * game.accelScale;
me.memory = 60;
me.spawnFrequency = Math.floor(150 + Math.random() * 60)
me.seeAtDistance2 = 1400000 //1200 vision range
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
me.do = function () {
this.seePlayerByLookingAt();
this.attraction();
//look for player and spawn if player is close
const range = 500
//draw range
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fill();
if (!(game.cycle % this.spawnFrequency) && this.distanceToPlayer2() < range * range) {
spawn.cellBoss(this.position.x, this.position.y, 30, false);
}
//spread out away from other cells
for (let i = 0, len = mob.length; i < len; i++) {
}
};
me.onDeath = function () {
if (dropPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
},
// healer(x, y, radius = 20) {
// mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)");
// let me = mob[mob.length - 1];