cloaking field

mod: waste heat recovery is removed
mod - fracture analysis only applies to stunned mobs (not unaware mobs)

phase field is removed
new field: metamaterial cloaking
mod: phase decoherence - intangible to mobs while cloaked, but passing through mobs drains energy
mod: flashbang - stun mobs as you exit cloak
This commit is contained in:
landgreen
2020-09-19 09:11:55 -07:00
parent 2e7016d3d6
commit f334372281
10 changed files with 454 additions and 267 deletions

View File

@@ -14,10 +14,10 @@ const level = {
// game.enableConstructMode() //used to build maps in testing mode
// game.zoomScale = 1000;
// game.setZoom();
// mech.isStealth = true;
// mech.setField("pilot wave")
// b.giveGuns("ice IX")
// mod.giveMod("quantum immortality");
// mech.isCloak = true;
// mech.setField("metamaterial cloaking")
// b.giveGuns("laser")
// mod.giveMod("phase decoherence");
level.intro(); //starting level
// level.testing(); //not in rotation
@@ -53,13 +53,14 @@ const level = {
game.draw.setPaths();
b.respawnBots();
if (mod.isArmorFromPowerUps) {
mech.maxHealth += 0.05 * powerUps.totalPowerUps
mod.armorFromPowerUps += 0.05 * powerUps.totalPowerUps
mech.setMaxHealth();
if (powerUps.totalPowerUps) game.makeTextLog("<span style='font-size:115%;'> max health increased by " + (0.05 * powerUps.totalPowerUps * 100).toFixed(0) + "%</span>", 300)
}
if (mod.isHealLowHealth) {
const len = Math.floor((mech.maxHealth - mech.health) / 0.5)
for (let i = 0; i < len; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "heal", false);
}
}
if (mod.isGunCycle) {
@@ -142,7 +143,7 @@ const level = {
// spawn.sniper(1800, -120)
// spawn.sniper(2200, -120)
// spawn.cellBossCulture(1600, -500)
// spawn.starter(1600, -500, 60)
spawn.starter(1600, -500, 60)
// spawn.powerUpBoss(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
@@ -221,8 +222,8 @@ const level = {
y: -600
}, -2 * Math.PI / 3) //up left
const hazard = level.hazard(350, -2025, 700, 10, 0.4, "hsl(0, 100%, 50%)") //laser
const hazard2 = level.hazard(1775, -2550, 150, 10, 0.4, "hsl(0, 100%, 50%)") //laser
const hazard = level.hazard(350, -2025, 700, 10, 0.4, "hsl(0, 100%, 50%)", true) //laser
const hazard2 = level.hazard(1775, -2550, 150, 10, 0.4, "hsl(0, 100%, 50%)", true) //laser
const button = level.button(2100, -2600)
@@ -1484,6 +1485,8 @@ const level = {
bodyB: mob[mob.length - 1],
stiffness: 0.00007
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(4250, 0, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
} else if (Math.random() < 0.15) {
spawn.randomLevelBoss(4250, -250);
@@ -1699,6 +1702,37 @@ const level = {
height: 275,
color: "#cff"
});
level.fillBG.push({
x: -3375,
y: -2875,
width: 25,
height: 725,
color: "#d0d0d2"
});
level.fillBG.push({
x: -2975,
y: -2750,
width: 25,
height: 600,
color: "#d0d0d2"
});
level.fillBG.push({
x: -2475,
y: -2450,
width: 25,
height: 750,
color: "#d0d0d2"
});
//3 platforms that lead to exit
spawn.mapRect(-3440, -2875, 155, 25);
spawn.mapRect(-3025, -2775, 125, 25);
spawn.mapRect(-2525, -2475, 125, 25);
spawn.bodyRect(-2600, -2500, 225, 20, 0.7);
spawn.bodyRect(-3350, -2900, 25, 25, 0.5);
spawn.bodyRect(-3400, -2950, 50, 75, 0.5);
//foreground
level.fill.push({
x: -1650,
@@ -1709,11 +1743,12 @@ const level = {
});
level.fill.push({
x: -2600,
y: -2400,
y: -1675,
width: 450,
height: 1800,
height: 1125,
color: "rgba(0,0,0,0.12)"
});
level.fill.push({
x: -3425,
y: -2150,
@@ -1781,7 +1816,7 @@ const level = {
spawn.mapRect(-3450, -1325, 550, 50);
spawn.mapRect(-3425, -2200, 525, 50);
spawn.mapRect(-2600, -1700, 450, 50);
spawn.mapRect(-2600, -2450, 450, 50);
// spawn.mapRect(-2600, -2450, 450, 50);
spawn.bodyRect(-2275, -2700, 50, 60);
spawn.bodyRect(-2600, -1925, 250, 225);
spawn.bodyRect(-3415, -1425, 100, 100);
@@ -1799,6 +1834,7 @@ const level = {
spawn.bodyRect(-3080, -2250, 40, 40);
spawn.bodyRect(-3420, -650, 50, 50);
//exit
spawn.mapRect(-4450, -3075, 25, 300);
spawn.mapRect(-4450, -3075, 450, 25);
@@ -1831,7 +1867,8 @@ const level = {
spawn.randomMob(-550, -100, -0.1);
spawn.randomBoss(-3250, -2700, 0.2);
spawn.randomBoss(-2450, -1100, 0);
if (game.difficulty > 3) spawn.randomLevelBoss(-3400, -2800);
if (game.difficulty > 3) spawn.randomLevelBoss(-2400, -3000);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
warehouse() {
@@ -1930,6 +1967,7 @@ const level = {
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(600, 525, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
@@ -1942,6 +1980,7 @@ const level = {
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
@@ -1955,6 +1994,7 @@ const level = {
stiffness: 0.0005,
length: 566
});
World.add(engine.world, cons[cons.length - 1]);
//blocks
spawn.bodyRect(-165, -150, 30, 35, 1);
@@ -2130,6 +2170,7 @@ const level = {
bodyB: map[map.length - 1],
stiffness: 1
});
World.add(engine.world, consBB[consBB.length - 1]);
spawn.mapRect(-600 + 300, -2000 * 0.75, 1900, 50); //3rd floor
spawn.mapRect(-600 + 2000 * 0.7, -2000 * 0.74, 50, 375); //center wall
spawn.bodyRect(-600 + 2000 * 0.7, -2000 * 0.5 - 106, 50, 106); //center block under wall
@@ -2194,6 +2235,7 @@ const level = {
bodyB: mob[mob.length - 1],
stiffness: 0.00012
});
World.add(engine.world, cons[cons.length - 1]);
//chance to spawn a ring of exploding mobs around this boss
if (game.difficulty > 6) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105);
} else {
@@ -2356,6 +2398,7 @@ const level = {
stiffness: 0.0002, //1217,
length: 200
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(2799, -870, 310, 290); //Gros bloc angle toit
spawn.mapRect(4000, -1750, 50, 400); //Right Wall Cuve
@@ -2406,7 +2449,7 @@ const level = {
bodyB: map[map.length - 1],
stiffness: 1
});
World.add(engine.world, consBB[consBB.length - 1]);
spawn.bodyRect(650, 50, 70, 50);
spawn.bodyRect(300, 0, 100, 60);
spawn.bodyRect(400, 0, 100, 150);
@@ -2587,6 +2630,7 @@ const level = {
stiffness: 0.00014,
length: 120
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(0, -1250, 240, 190) //Fat cube ascenseur
} else { /// Reversed spawn
spawn.bodyRect(0, -650, 225, 175);
@@ -2666,6 +2710,7 @@ const level = {
bodyB: mob[mob.length - 1],
stiffness: 0.00006
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(7000, -3300, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(6100, -3600, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss"]);
@@ -2684,6 +2729,7 @@ const level = {
bodyB: mob[mob.length - 1],
stiffness: 0.00036
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(2350, -1300, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(2300, -1400, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "snakeBoss"]);
@@ -2759,6 +2805,7 @@ const level = {
bodyB: mob[mob.length - 1],
stiffness: 0.00017
});
World.add(engine.world, cons[cons.length - 1]);
//chance to spawn a ring of exploding mobs around this boss
if (game.difficulty > 4) spawn.nodeBoss(2330, 1850, "spawns", 8, 20, 105);
powerUps.spawn(3010, 1630, "mod");
@@ -3193,6 +3240,7 @@ const level = {
bodyB: mob[mob.length - 1],
stiffness: 0.00015
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
@@ -3768,6 +3816,7 @@ const level = {
bodyB: mob[mob.length - 1],
stiffness: 0.00018 + 0.000007 * level.levelsCleared
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(3380, -1775, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
} else {
@@ -4003,12 +4052,10 @@ const level = {
Matter.Body.setStatic(map[i], true); //make static
World.add(engine.world, map[i]); //add to world
}
for (let i = 0; i < cons.length; i++) {
World.add(engine.world, cons[i]);
}
for (let i = 0; i < consBB.length; i++) {
World.add(engine.world, consBB[i]);
}
// for (let i = 0; i < cons.length; i++) {
// World.add(engine.world, cons[i]);
// }
},
spinner(x, y, width, height, density = 0.001) {
x = x + width / 2
@@ -4404,7 +4451,7 @@ const level = {
mapB.portalPair = mapA
return [portalA, portalB, mapA, mapB]
},
hazard(x, y, width, height, damage = 0.0005, color = "hsla(160, 100%, 35%,0.75)") {
hazard(x, y, width, height, damage = 0.0005, color = "hsla(160, 100%, 35%,0.75)", isOptical = false) {
return {
min: {
x: x,
@@ -4419,7 +4466,7 @@ const level = {
maxHeight: height,
isOn: true,
query() {
if (this.isOn && this.height > 0 && Matter.Query.region([player], this).length && !mech.isStealth) {
if (this.isOn && this.height > 0 && Matter.Query.region([player], this).length && !(mech.isCloak && isOptical)) {
if (damage < 0.02) {
mech.damage(damage)
} else if (mech.immuneCycle < mech.cycle) {
@@ -4480,6 +4527,7 @@ const level = {
stiffness: stiffness,
damping: damping
});
World.add(engine.world, consBB[consBB.length - 1]);
}
cons[cons.length] = Constraint.create({ //pin first block to a point in space
pointA: {
@@ -4490,6 +4538,7 @@ const level = {
stiffness: 1,
damping: damping
});
World.add(engine.world, cons[cons.length - 1]);
if (isAttached) {
cons[cons.length] = Constraint.create({ //pin last block to a point in space
pointA: {
@@ -4500,6 +4549,7 @@ const level = {
stiffness: 1,
damping: damping
});
World.add(engine.world, cons[cons.length - 1]);
}
},
};