affine connection
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses) tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage mob: launcherOne - launches 1 big seeker bullet that chases you black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase applied science no longer gives research (just a random tech for every gun you have) bot fabrication increase cost every 5 -> x6 bots average console time to disappear is 3 -> 4 seconds ammo power ups no longer log ammo to in game console for performance reasons JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
This commit is contained in:
65
js/level.js
65
js/level.js
@@ -16,18 +16,17 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("molecular assembler")
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// m.setField("wormhole")
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// b.giveGuns("laser")
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// b.giveGuns("nail gun")
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// b.giveGuns("harpoon")
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// tech.giveTech("darts")
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// tech.giveTech("incendiary ammunition")
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// tech.giveTech("affine connection")
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// tech.giveTech("regression")
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// tech.giveTech("relativistic momentum")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.isCancelDuplication = true
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level.intro(); //starting level
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// level.testing(); //not in rotation, used for testing
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@@ -132,8 +131,8 @@ const level = {
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// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
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}
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},
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custom() {},
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customTopLayer() {},
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custom() { },
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customTopLayer() { },
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setDifficulty() {
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simulation.difficulty = 0
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b.dmgScale = 1; //damage done by player decreases each level
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@@ -575,7 +574,7 @@ const level = {
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body[body.length] = rotor1
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body[body.length] = rotor2
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setTimeout(function() {
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setTimeout(function () {
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rotor.collisionFilter.category = cat.body;
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rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
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}, 1000);
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@@ -590,7 +589,7 @@ const level = {
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Composite.add(engine.world, constraint);
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if (rotate) {
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rotor.rotate = function() {
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rotor.rotate = function () {
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if (!m.isBodiesAsleep) {
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Matter.Body.applyForce(rotor, {
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x: rotor.position.x + 100,
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@@ -793,7 +792,7 @@ const level = {
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y: 0
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}, angleB)
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draw = function() {
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draw = function () {
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ctx.beginPath(); //portal
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let v = this.vertices;
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ctx.moveTo(v[0].x, v[0].y);
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@@ -803,7 +802,7 @@ const level = {
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ctx.fillStyle = this.color
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ctx.fill();
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}
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query = function(isRemoveBlocks = false) {
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query = function (isRemoveBlocks = false) {
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if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
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if (player.isInPortal === this) player.isInPortal = null
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} else if (player.isInPortal !== this) { //touching player
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@@ -998,7 +997,7 @@ const level = {
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opticalQuery() {
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if (this.isOn) {
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//draw
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ctx.fillStyle = `hsla(0, 100%, 50%,${0.6+0.4*Math.random()})`
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ctx.fillStyle = `hsla(0, 100%, 50%,${0.6 + 0.4 * Math.random()})`
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ctx.fillRect(this.min.x, this.min.y, this.width, this.height)
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//collision with player
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if (this.height > 0 && Matter.Query.region([player], this).length && !(m.isCloak)) {
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@@ -1418,7 +1417,7 @@ const level = {
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button.isReadyToFire = true
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} else if (button.isReadyToFire && !button.isUp) {
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button.isReadyToFire = false
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fireBlock = function(xPos, yPos) {
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fireBlock = function (xPos, yPos) {
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const index = body.length
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spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
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const bodyBullet = body[body.length - 1]
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@@ -1474,7 +1473,7 @@ const level = {
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button.isReadyToFire = true
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} else if (button.isReadyToFire && !button.isUp) {
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button.isReadyToFire = false
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fireBlock = function(xPos, yPos) {
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fireBlock = function (xPos, yPos) {
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const index = body.length
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spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
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const bodyBullet = body[body.length - 1]
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@@ -1569,7 +1568,7 @@ const level = {
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y: -5
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});
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}
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ctx.fillStyle = `rgba(255,0,255,${0.2+0.7*Math.random()})`
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ctx.fillStyle = `rgba(255,0,255,${0.2 + 0.7 * Math.random()})`
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ctx.fillRect(bounds.min.x, y - 185, 38, 70);
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}
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}
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@@ -1636,7 +1635,7 @@ const level = {
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y: -5
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});
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}
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ctx.fillStyle = `rgba(255,0,255,${0.2+0.7*Math.random()})`
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ctx.fillStyle = `rgba(255,0,255,${0.2 + 0.7 * Math.random()})`
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ctx.fillRect(bounds.min.x, y - 185, 38, 70);
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}
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}
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@@ -1888,7 +1887,7 @@ const level = {
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Composite.add(engine.world, who); //add to world
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}
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let r = 150
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let hexagon = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
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let hexagon = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
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//450 horizontal spread // -130-130-130 = 390 vertical
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if (Math.random() < 0.5) {
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spawn.mapVertex(x + 775, y + -260, hexagon);
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@@ -1977,13 +1976,13 @@ const level = {
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}
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//right side hexagons
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let r = 300
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let hexagon = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
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let hexagon = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
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spawn.mapVertex(x + 1640, y + -365, hexagon);
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// r = 275
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// let hexagonHalf = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 `
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// spawn.mapVertex(x + 2300, y + -75, hexagonHalf);
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r = 150
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const hexagon150 = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
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const hexagon150 = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
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// spawn.mapVertex(x + 1750, y + -550, hexagon150);
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spawn.mapVertex(x + 1750, y + -1100, hexagon150);
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spawn.mapVertex(x + 1750, y + -1650, hexagon150);
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@@ -1991,7 +1990,7 @@ const level = {
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//left side
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r = 350
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let hexagonHalf = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 `
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let hexagonHalf = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 `
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spawn.mapVertex(x + 425, y + -90, hexagonHalf);
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spawn.mapVertex(x + 850, y + -500, hexagon150);
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@@ -2338,10 +2337,10 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
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// spawn.starter(1900, -500, 200) //big boy
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// spawn.spiderBoss(1700, -500)
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// spawn.launcherOne(1700, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(3200, -500)
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@@ -2371,7 +2370,7 @@ const level = {
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// spawn.blinkBoss(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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spawn.laser(1800, -320)
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// spawn.laser(1800, -320)
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// spawn.laserBombingBoss(1600, -500)
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// spawn.laserTargetingBoss(1600, -500)
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// spawn.laserBoss(1600, -500)
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@@ -2389,7 +2388,7 @@ const level = {
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level.exit.draw();
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level.enter.draw();
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};
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level.customTopLayer = () => {};
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level.customTopLayer = () => { };
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level.setPosToSpawn(0, -50); //normal spawn
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level.exit.x = 1500;
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level.exit.y = -1875;
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@@ -5519,7 +5518,7 @@ const level = {
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if (mob[i].isBoss) me = mob[i]
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}
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if (me) {
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me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
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me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs
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spawnCouloirEnHaut()
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doorSortieSalle.isOpen = false;
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};
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@@ -5535,7 +5534,7 @@ const level = {
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if (mob[i].isBoss) me = mob[i]
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}
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if (me) {
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me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
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me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs
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spawnCouloirEnHaut()
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doorSortieSalle.isOpen = false;
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};
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@@ -5760,11 +5759,11 @@ const level = {
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body[body.length] = part4;
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body[body.length] = part5;
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body[body.length] = part6;
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setTimeout(function() {
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setTimeout(function () {
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chair.collisionFilter.category = cat.body;
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chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
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}, 1000);
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setTimeout(function() {
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setTimeout(function () {
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chair2.collisionFilter.category = cat.body;
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chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
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}, 1000);
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@@ -5819,7 +5818,7 @@ const level = {
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body[body.length] = rightUpperLeg
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body[body.length] = rightLowerArm
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body[body.length] = rightUpperArm
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setTimeout(function() {
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setTimeout(function () {
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person.collisionFilter.category = cat.body;
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person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
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}, 1000);
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@@ -6211,7 +6210,7 @@ const level = {
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level.exit.draw();
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level.enter.draw();
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};
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level.customTopLayer = () => {};
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level.customTopLayer = () => { };
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level.defaultZoom = 1800
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#dcdcde";
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@@ -7270,7 +7269,7 @@ const level = {
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body[body.length] = part1;
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body[body.length] = part2;
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body[body.length] = part3;
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setTimeout(function() {
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setTimeout(function () {
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compoundParts.collisionFilter.category = cat.body;
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compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
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}, 1000);
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@@ -7389,8 +7388,8 @@ const level = {
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// prevent the user from getting into the secreter room without defeating all mobs
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if (m.pos.x > 1500 && m.pos.x < 2500 && m.pos.y > -4000 && m.pos.y < -3500 && mob.reduce((a, i) => {
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return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
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}, false) && !emergencyActivated) {
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return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
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}, false) && !emergencyActivated) {
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Matter.Body.setPosition(player, {
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x: 2800,
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y: m.pos.y
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