random level boss polish
This commit is contained in:
@@ -480,7 +480,7 @@ const b = {
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},
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},
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{
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{
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name: "brushless motors",
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name: "brushless motors",
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description: "your <strong>drones</strong> accelerate 40% <strong>faster</strong>",
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description: "your <strong>drones</strong> accelerate 33% <strong>faster</strong>",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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@@ -961,7 +961,7 @@ const b = {
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},
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},
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drone(speed = 1) {
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drone(speed = 1) {
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const me = bullet.length;
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const me = bullet.length;
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const THRUST = b.isModFastDrones ? 0.0023 : 0.0015
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const THRUST = b.isModFastDrones ? 0.002 : 0.0015
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const dir = mech.angle + 0.2 * (Math.random() - 0.5);
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const dir = mech.angle + 0.2 * (Math.random() - 0.5);
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const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
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const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
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10
js/level.js
10
js/level.js
@@ -13,13 +13,13 @@ const level = {
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levelsCleared: 0,
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levelsCleared: 0,
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start() {
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start() {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(5)
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// level.difficultyIncrease(15)
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// b.giveGuns("minigun")
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// b.giveGuns("minigun")
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// mech.setField("phase decoherence field")
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// mech.setField("phase decoherence field")
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// b.giveMod("ground stomp");
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// b.giveMod("ground stomp");
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// level.intro(); //starting level
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level.intro(); //starting level
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level.testingMap();
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// level.testingMap();
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// level.bosses();
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// level.bosses();
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// level.satellite();
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// level.satellite();
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// level.skyscrapers();
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// level.skyscrapers();
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@@ -728,7 +728,7 @@ const level = {
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spawn.randomBoss(2225, -1325, 0.4);
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spawn.randomBoss(2225, -1325, 0.4);
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spawn.randomBoss(4900, -1200, 0);
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spawn.randomBoss(4900, -1200, 0);
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//spawn.randomBoss(4850, -1250,0.7);
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//spawn.randomBoss(4850, -1250,0.7);
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if (game.difficulty > 4) spawn.randomLevelBoss(3000, -2400);
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if (game.difficulty > 4) spawn.randomLevelBoss(3200, -2050);
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},
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},
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aerie() {
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aerie() {
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// game.setZoom(3000);
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// game.setZoom(3000);
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@@ -1237,7 +1237,7 @@ const level = {
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spawn.randomMob(-550, -100, -0.1);
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spawn.randomMob(-550, -100, -0.1);
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spawn.randomBoss(-3250, -2700, 0.2);
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spawn.randomBoss(-3250, -2700, 0.2);
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spawn.randomBoss(-2450, -1100, 0);
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spawn.randomBoss(-2450, -1100, 0);
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if (game.difficulty > 4) spawn.randomLevelBoss(-2400, -3100);
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if (game.difficulty > 4) spawn.randomLevelBoss(-3400, -2800);
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},
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},
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warehouse() {
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warehouse() {
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12
js/spawn.js
12
js/spawn.js
@@ -155,7 +155,7 @@ const spawn = {
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mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,150,155,0.7)");
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mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,150,155,0.7)");
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let me = mob[mob.length - 1];
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let me = mob[mob.length - 1];
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me.isCell = true;
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me.isCell = true;
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me.accelMag = 0.00018 * game.accelScale;
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me.accelMag = 0.00015 * game.accelScale;
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me.memory = 40;
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me.memory = 40;
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me.frictionAir = 0.012
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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@@ -175,7 +175,7 @@ const spawn = {
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this.split();
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this.split();
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};
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};
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me.onDamage = function (dmg) {
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me.onDamage = function (dmg) {
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if (Math.random() < 0.18 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
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if (Math.random() < 0.17 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
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}
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}
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me.do = function () {
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me.do = function () {
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if (!mech.isBodiesAsleep) {
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if (!mech.isBodiesAsleep) {
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@@ -1093,11 +1093,9 @@ const spawn = {
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this.seePlayerByLookingAt();
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this.seePlayerByLookingAt();
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this.fire();
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this.fire();
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//gently return to starting location
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//gently return to starting location
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if (!(game.cycle % this.seePlayerFreq)) {
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const sub = Vector.sub(this.homePosition, this.position)
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const sub = Vector.sub(this.homePosition, this.position)
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const dist = Vector.magnitude(sub)
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const dist = Vector.magnitude(sub)
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if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
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if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.001)
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}
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};
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};
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},
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},
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bullet(x, y, radius = 6, sides = 0) {
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bullet(x, y, radius = 6, sides = 0) {
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