mass energy mod, various bug fixes

This commit is contained in:
landgreen
2019-12-09 05:36:21 -08:00
committed by GitHub
parent 1aab11203c
commit e3022bea0c
8 changed files with 1141 additions and 1051 deletions

View File

@@ -12,14 +12,13 @@ const spawn = {
"beamer",
"focuser",
"laser", "laser",
// "blinker", //make blinker a boss
"sucker",
"exploder", "exploder", "exploder",
"spawner",
"ghoster",
"sneaker",
],
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter"], //"zoomer",
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter"],
setSpawnList() {
//this is run at the start of each new level to determine the possible mobs for the level
//each level has 2 mobs: one new mob and one from the last level
@@ -132,6 +131,7 @@ const spawn = {
let me = mob[mob.length - 1];
me.accelMag = 0.0005 * game.accelScale;
me.memory = 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 () {
@@ -140,92 +140,92 @@ const spawn = {
this.attraction();
};
},
healer(x, y, radius = 20) {
mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)");
let me = mob[mob.length - 1];
me.frictionAir = 0.02;
me.accelMag = 0.0004 * game.accelScale;
if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
me.lookFrequency = 160 + Math.floor(57 * Math.random())
me.lockedOn = null;
Matter.Body.setDensity(me, 0.003) // normal density is 0.001
// healer(x, y, radius = 20) {
// mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)");
// let me = mob[mob.length - 1];
// me.frictionAir = 0.02;
// me.accelMag = 0.0004 * game.accelScale;
// if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
// me.lookFrequency = 160 + Math.floor(57 * Math.random())
// me.lockedOn = null;
// Matter.Body.setDensity(me, 0.003) // normal density is 0.001
me.do = function () {
this.healthBar();
// me.do = function () {
// this.healthBar();
if (!(game.cycle % this.lookFrequency)) {
//slow self heal
this.health += 0.02;
if (this.health > 1) this.health = 1;
// if (!(game.cycle % this.lookFrequency)) {
// //slow self heal
// this.health += 0.02;
// if (this.health > 1) this.health = 1;
//target mobs with low health
let closeDist = Infinity;
for (let i = 0; i < mob.length; i++) {
if (mob[i] != this && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
const TARGET_VECTOR = Matter.Vector.sub(this.position, mob[i].position)
const DIST = Matter.Vector.magnitude(TARGET_VECTOR) * mob[i].health * mob[i].health * mob[i].health; //distance is multiplied by mob health to prioritize low health mobs
if (DIST < closeDist) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
}
// //target mobs with low health
// let closeDist = Infinity;
// for (let i = 0; i < mob.length; i++) {
// if (mob[i] != this && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// const TARGET_VECTOR = Matter.Vector.sub(this.position, mob[i].position)
// const DIST = Matter.Vector.magnitude(TARGET_VECTOR) * mob[i].health * mob[i].health * mob[i].health; //distance is multiplied by mob health to prioritize low health mobs
// if (DIST < closeDist) {
// closeDist = DIST;
// this.lockedOn = mob[i]
// }
// }
// }
// }
//move away from player if too close
if (this.distanceToPlayer2() < 400000) {
const TARGET_VECTOR = Matter.Vector.sub(this.position, player.position)
this.force = Matter.Vector.mult(Matter.Vector.normalise(TARGET_VECTOR), this.mass * this.accelMag * 1.4)
if (this.lockedOn) this.lockedOn = null
} else if (this.lockedOn && this.lockedOn.alive) {
//move towards and heal locked on target
const TARGET_VECTOR = Matter.Vector.sub(this.position, this.lockedOn.position)
const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
if (DIST > 250) {
this.force = Matter.Vector.mult(Matter.Vector.normalise(TARGET_VECTOR), -this.mass * this.accelMag)
} else {
if (this.lockedOn.health < 1) {
this.lockedOn.health += 0.002;
if (this.lockedOn.health > 1) this.lockedOn.health = 1;
//spin when healing
this.torque = 0.000005 * this.inertia;
//draw heal
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(this.lockedOn.position.x, this.lockedOn.position.y);
ctx.lineWidth = 10
ctx.strokeStyle = "rgba(50,255,200,0.4)"
ctx.stroke();
}
}
} else {
//wander if no heal targets visible
//be sure to declare searchTarget in mob spawn
const newTarget = function (that) {
that.searchTarget = mob[Math.floor(Math.random() * (mob.length - 1))].position;
};
// //move away from player if too close
// if (this.distanceToPlayer2() < 400000) {
// const TARGET_VECTOR = Matter.Vector.sub(this.position, player.position)
// this.force = Matter.Vector.mult(Matter.Vector.normalise(TARGET_VECTOR), this.mass * this.accelMag * 1.4)
// if (this.lockedOn) this.lockedOn = null
// } else if (this.lockedOn && this.lockedOn.alive) {
// //move towards and heal locked on target
// const TARGET_VECTOR = Matter.Vector.sub(this.position, this.lockedOn.position)
// const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
// if (DIST > 250) {
// this.force = Matter.Vector.mult(Matter.Vector.normalise(TARGET_VECTOR), -this.mass * this.accelMag)
// } else {
// if (this.lockedOn.health < 1) {
// this.lockedOn.health += 0.002;
// if (this.lockedOn.health > 1) this.lockedOn.health = 1;
// //spin when healing
// this.torque = 0.000005 * this.inertia;
// //draw heal
// ctx.beginPath();
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(this.lockedOn.position.x, this.lockedOn.position.y);
// ctx.lineWidth = 10
// ctx.strokeStyle = "rgba(50,255,200,0.4)"
// ctx.stroke();
// }
// }
// } else {
// //wander if no heal targets visible
// //be sure to declare searchTarget in mob spawn
// const newTarget = function (that) {
// that.searchTarget = mob[Math.floor(Math.random() * (mob.length - 1))].position;
// };
const sub = Matter.Vector.sub(this.searchTarget, this.position);
if (Matter.Vector.magnitude(sub) > this.radius * 2) {
ctx.beginPath();
ctx.strokeStyle = "#aaa";
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(this.searchTarget.x, this.searchTarget.y);
ctx.stroke();
//accelerate at 0.6 of normal acceleration
this.force = Matter.Vector.mult(Matter.Vector.normalise(sub), this.accelMag * this.mass * 0.6);
} else {
//after reaching random target switch to new target
newTarget(this);
}
//switch to a new target after a while
if (!(game.cycle % (this.lookFrequency * 15))) {
newTarget(this);
}
// const sub = Matter.Vector.sub(this.searchTarget, this.position);
// if (Matter.Vector.magnitude(sub) > this.radius * 2) {
// ctx.beginPath();
// ctx.strokeStyle = "#aaa";
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(this.searchTarget.x, this.searchTarget.y);
// ctx.stroke();
// //accelerate at 0.6 of normal acceleration
// this.force = Matter.Vector.mult(Matter.Vector.normalise(sub), this.accelMag * this.mass * 0.6);
// } else {
// //after reaching random target switch to new target
// newTarget(this);
// }
// //switch to a new target after a while
// if (!(game.cycle % (this.lookFrequency * 15))) {
// newTarget(this);
// }
}
};
},
// }
// };
// },
chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
mobs.spawn(x, y, 8, radius, "#2c9790");
let me = mob[mob.length - 1];
@@ -304,27 +304,27 @@ const spawn = {
this.searchSpring();
};
},
zoomer(x, y, radius = 20 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 6, radius, "#ffe2fd");
let me = mob[mob.length - 1];
me.trailLength = 20; //required for trails
me.setupTrail(); //fill trails array up with the current position of mob
me.trailFill = "#ff00f0";
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0.02;
me.accelMag = 0.004 * game.accelScale;
me.memory = 30;
me.zoomMode = 150;
me.onHit = function () {
this.zoomMode = 150;
};
me.do = function () {
this.healthBar();
this.seePlayerByDistAndLOS();
this.zoom();
this.gravity();
};
},
// zoomer(x, y, radius = 20 + Math.ceil(Math.random() * 30)) {
// mobs.spawn(x, y, 6, radius, "#ffe2fd");
// let me = mob[mob.length - 1];
// me.trailLength = 20; //required for trails
// me.setupTrail(); //fill trails array up with the current position of mob
// me.trailFill = "#ff00f0";
// me.g = 0.001; //required if using 'gravity'
// me.frictionAir = 0.02;
// me.accelMag = 0.004 * game.accelScale;
// me.memory = 30;
// me.zoomMode = 150;
// me.onHit = function () {
// this.zoomMode = 150;
// };
// me.do = function () {
// this.healthBar();
// this.seePlayerByDistAndLOS();
// this.zoom();
// this.gravity();
// };
// },
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
@@ -388,12 +388,9 @@ const spawn = {
hue: "blue"
});
//draw attack vector
const mag = this.radius * 2 + 200;
const gradient = ctx.createRadialGradient(this.position.x, this.position.y, 0, this.position.x, this.position.y, mag);
gradient.addColorStop(0, "rgba(0,0,0,0.2)");
gradient.addColorStop(1, "transparent");
ctx.strokeStyle = gradient;
ctx.lineWidth = 5;
const mag = this.radius * 2.5 + 50;
ctx.strokeStyle = "rgba(0,0,0,0.2)";
ctx.lineWidth = 3;
ctx.setLineDash([10, 20]); //30
const dir = Matter.Vector.add(this.position, Matter.Vector.mult(this.burstDir, mag));
ctx.beginPath();
@@ -455,7 +452,7 @@ const spawn = {
this.healthBar();
//when player is inside event horizon
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon && !mech.isStealth) {
mech.damage(0.00015 * game.dmgScale);
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.007
@@ -545,7 +542,7 @@ const spawn = {
ctx.fillStyle = "rgba(0,0,0,0.05)";
ctx.fill();
//when player is inside event horizon
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon && !mech.isStealth) {
mech.damage(0.00015 * game.dmgScale);
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.007
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
@@ -614,13 +611,9 @@ const spawn = {
this.laserPos = Matter.Vector.add(this.laserPos, Matter.Vector.mult(Matter.Vector.sub(player.position, this.laserPos), 0.1));
let targetDist = Matter.Vector.magnitude(Matter.Vector.sub(this.laserPos, mech.pos));
const r = 10;
// ctx.setLineDash([15, 200]);
// ctx.lineDashOffset = 20*(game.cycle % 215);
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
if (targetDist < r + 15) {
// || dist2 < 80000
targetDist = r + 10;
//charge at player
const forceMag = this.accelMag * 40 * this.mass;
@@ -645,11 +638,7 @@ const spawn = {
sub = Matter.Vector.normalise(Matter.Vector.sub(laserOffL, this.position));
laserOffL = Matter.Vector.add(laserOffL, Matter.Vector.mult(sub, rangeWidth));
ctx.lineTo(laserOffL.x, laserOffL.y);
// ctx.fillStyle = "rgba(0,0,255,0.15)";
var gradient = ctx.createRadialGradient(this.position.x, this.position.y, 0, this.position.x, this.position.y, rangeWidth);
gradient.addColorStop(0, `rgba(0,0,255,${((r + 5) * (r + 5)) / (targetDist * targetDist)})`);
gradient.addColorStop(1, "transparent");
ctx.fillStyle = gradient;
ctx.fillStyle = `rgba(0,0,255,${Math.max(0,0.3*r/targetDist)})`
ctx.fill();
}
} else {
@@ -801,46 +790,46 @@ const spawn = {
}
};
},
blinker(x, y, radius = 45 + Math.ceil(Math.random() * 70)) {
mobs.spawn(x, y, 6, radius, "transparent");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.0005); //normal is 0.001 //makes effective life much lower
me.stroke = "rgb(0,200,255)"; //used for drawGhost
Matter.Body.rotate(me, Math.random() * 2 * Math.PI);
me.blinkRate = 40 + Math.round(Math.random() * 60); //required for blink
me.blinkLength = 150 + Math.round(Math.random() * 200); //required for blink
me.isStatic = true;
me.memory = 360;
me.seePlayerFreq = Math.round((40 + 30 * Math.random()) * game.lookFreqScale);
me.isBig = false;
me.scaleMag = Math.max(5 - me.mass, 1.75);
me.onDeath = function () {
if (this.isBig) {
Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
this.isBig = false;
}
};
me.do = function () {
this.healthBar();
this.seePlayerCheck();
this.blink();
//strike by expanding
if (this.isBig) {
if (this.cd - this.delay + 15 < game.cycle) {
Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
this.isBig = false;
}
} else if (this.seePlayer.yes && this.cd < game.cycle) {
const dist = Matter.Vector.sub(this.seePlayer.position, this.position);
const distMag2 = Matter.Vector.magnitudeSquared(dist);
if (distMag2 < 80000) {
this.cd = game.cycle + this.delay;
Matter.Body.scale(this, this.scaleMag, this.scaleMag);
this.isBig = true;
}
}
};
},
// blinker(x, y, radius = 45 + Math.ceil(Math.random() * 70)) {
// mobs.spawn(x, y, 6, radius, "transparent");
// let me = mob[mob.length - 1];
// Matter.Body.setDensity(me, 0.0005); //normal is 0.001 //makes effective life much lower
// me.stroke = "rgb(0,200,255)"; //used for drawGhost
// Matter.Body.rotate(me, Math.random() * 2 * Math.PI);
// me.blinkRate = 40 + Math.round(Math.random() * 60); //required for blink
// me.blinkLength = 150 + Math.round(Math.random() * 200); //required for blink
// me.isStatic = true;
// me.memory = 360;
// me.seePlayerFreq = Math.round((40 + 30 * Math.random()) * game.lookFreqScale);
// me.isBig = false;
// me.scaleMag = Math.max(5 - me.mass, 1.75);
// me.onDeath = function () {
// if (this.isBig) {
// Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
// this.isBig = false;
// }
// };
// me.do = function () {
// this.healthBar();
// this.seePlayerCheck();
// this.blink();
// //strike by expanding
// if (this.isBig) {
// if (this.cd - this.delay + 15 < game.cycle) {
// Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
// this.isBig = false;
// }
// } else if (this.seePlayer.yes && this.cd < game.cycle) {
// const dist = Matter.Vector.sub(this.seePlayer.position, this.position);
// const distMag2 = Matter.Vector.magnitudeSquared(dist);
// if (distMag2 < 80000) {
// this.cd = game.cycle + this.delay;
// Matter.Body.scale(this, this.scaleMag, this.scaleMag);
// this.isBig = true;
// }
// }
// };
// },
bomber(x, y, radius = 120 + Math.ceil(Math.random() * 70)) {
//boss that drops bombs from above and holds a set distance from player
mobs.spawn(x, y, 3, radius, "transparent");