sniper mob balance, bot replication mod
This commit is contained in:
180
js/spawn.js
180
js/spawn.js
@@ -2,25 +2,26 @@
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const spawn = {
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pickList: ["starter", "starter"],
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fullPickList: [
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"shooter", "shooter", "shooter", "shooter",
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"hopper", "hopper", "hopper", "hopper",
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"chaser", "chaser", "chaser",
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"striker", "striker",
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"laser", "laser",
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"exploder", "exploder",
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"stabber", "stabber",
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"launcher", "launcher",
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"spinner",
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"grower",
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"springer",
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"beamer",
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"focuser",
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"sucker",
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"spawner",
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"ghoster",
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"sneaker",
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// "hopper", "hopper", "hopper", "hopper",
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// "shooter", "shooter", "shooter",
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// "chaser", "chaser",
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// "striker", "striker",
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// "laser", "laser",
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// "exploder", "exploder",
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// "stabber", "stabber",
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// "launcher", "launcher",
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"sniper",
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// "spinner",
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// "grower",
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// "springer",
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// "beamer",
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// "focuser",
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// "sucker",
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// "spawner",
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// "ghoster",
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// "sneaker",
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],
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allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber"],
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allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper"],
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setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
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//each level has 2 mobs: one new mob and one from the last level
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spawn.pickList.splice(0, 1);
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@@ -1353,7 +1354,8 @@ const spawn = {
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shooter(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
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mobs.spawn(x, y, 3, radius, "rgb(255,100,150)");
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
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// me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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me.isVerticesChange = true
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// Matter.Body.rotate(me, Math.PI)
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@@ -1437,6 +1439,146 @@ const spawn = {
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this.timeLimit();
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};
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},
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sniper(x, y, radius = 35 + Math.ceil(Math.random() * 30)) {
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mobs.spawn(x, y, 3, radius, "transparent"); //"rgb(25,0,50)")
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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me.isVerticesChange = true
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// Matter.Body.rotate(me, Math.PI)
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me.stroke = "transparent"; //used for drawSneaker
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me.alpha = 1; //used in drawSneaker
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me.showHealthBar = false;
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me.canTouchPlayer = false; //used in drawSneaker
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me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
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me.memory = 60 //140;
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me.fireFreq = 0.006 + Math.random() * 0.002;
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me.noseLength = 0;
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me.fireAngle = 0;
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me.accelMag = 0.0005 * game.accelScale;
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me.frictionAir = 0.05;
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me.torque = 0.0001 * me.inertia;
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me.fireDir = {
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x: 0,
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y: 0
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};
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me.onDeath = function () { //helps collisions functions work better after vertex have been changed
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
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}
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// spawn.shield(me, x, y);
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me.do = function () {
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// this.seePlayerByLookingAt();
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this.seePlayerCheck();
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this.checkStatus();
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if (!mech.isBodiesAsleep) {
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const setNoseShape = () => {
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const mag = this.radius + this.radius * this.noseLength;
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this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
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this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
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};
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//throw a mob/bullet at player
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if (this.seePlayer.recall) {
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//set direction to turn to fire
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if (!(game.cycle % this.seePlayerFreq)) {
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this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
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// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
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}
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//rotate towards fireAngle
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const angle = this.angle + Math.PI / 2;
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c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
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const threshold = 0.2;
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if (c > threshold) {
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this.torque += 0.000004 * this.inertia;
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} else if (c < -threshold) {
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this.torque -= 0.000004 * this.inertia;
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} else if (this.noseLength > 1.5) {
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//fire
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spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 4);
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const v = 20 * game.accelScale;
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x + this.fireDir.x * v + Math.random(),
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y: this.velocity.y + this.fireDir.y * v + Math.random()
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});
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this.noseLength = 0;
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// recoil
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this.force.x -= 0.005 * this.fireDir.x * this.mass;
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this.force.y -= 0.005 * this.fireDir.y * this.mass;
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} else {
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this.torque += 0.000001 * this.inertia; //
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}
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if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
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setNoseShape();
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} else if (this.noseLength > 0.1) {
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this.noseLength -= this.fireFreq / 2;
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setNoseShape();
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}
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// else if (this.noseLength < -0.1) {
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// this.noseLength += this.fireFreq / 4;
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// setNoseShape();
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// }
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if (this.seePlayer.recall) {
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if (this.alpha < 1) this.alpha += 0.01;
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} else {
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if (this.alpha > 0) this.alpha -= 0.03;
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}
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}
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//draw
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if (this.alpha > 0) {
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if (this.alpha > 0.95) {
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this.healthBar();
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if (!this.canTouchPlayer) {
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this.canTouchPlayer = true;
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this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
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}
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}
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//draw body
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ctx.beginPath();
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const vertices = this.vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1, len = vertices.length; j < len; ++j) {
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ctx.lineTo(vertices[j].x, vertices[j].y);
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}
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.fillStyle = `rgba(25,0,50,${this.alpha * this.alpha})`;
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ctx.fill();
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} else if (this.canTouchPlayer) {
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this.canTouchPlayer = false;
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this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
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}
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};
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},
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sniperBullet(x, y, radius = 6, sides = 4) {
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//bullets
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mobs.spawn(x, y, sides, radius, "rgb(190,0,255)");
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let me = mob[mob.length - 1];
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me.stroke = "transparent";
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me.onHit = function () {
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this.explode(this.mass * 10);
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};
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Matter.Body.setDensity(me, 0.0001); //normal is 0.001
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me.timeLeft = 240;
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me.g = 0.001; //required if using 'gravity'
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me.frictionAir = 0;
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me.restitution = 0;
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me.leaveBody = false;
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me.dropPowerUp = false;
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me.showHealthBar = false;
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me.collisionFilter.category = cat.mobBullet;
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me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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me.do = function () {
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// this.gravity();
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this.timeLimit();
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if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0) {
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// this.timeLeft = 0
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this.dropPowerUp = false;
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this.death(); //death with no power up
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}
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};
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},
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launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
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mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
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let me = mob[mob.length - 1];
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