tech: aerostat - +88% damage off the ground, but -22% damage on the ground
  negative mass field required

tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
  and some new images
cloaking field has a new graphic for sneak attack on the cross hairs

new community map yingYang by Richard0820

bug fixes
This commit is contained in:
landgreen
2023-02-13 19:48:49 -08:00
parent 9402cf2fe0
commit f8b4b6fde5
23 changed files with 763 additions and 255 deletions

View File

@@ -3764,18 +3764,6 @@ const spawn = {
this.pushAway(Math.sqrt(this.flapRate) * 0.13, Math.sqrt(this.flapRate) * 0.06) //this.flapRate = 0.2, +0.13x3 -> 0.6
me.babies(0.05 * simulation.difficulty + 1)
}
// //draw wings as if they are protecting
// const wingShield = (a, size) => {
// ctx.beginPath();
// const perp = { x: Math.cos(a), y: Math.sin(a) } //
// const where = Vector.add(this.position, Vector.mult(perp, 0.2 * this.radius))
// ctx.ellipse(where.x, where.y, size, size * 0.8, a, 0, 2 * Math.PI)
// ctx.fillStyle = this.fill = `hsla(${160+40*Math.random()}, 100%, ${25 + 25*Math.random()*Math.random()}%, 0.9)`; //"rgba(0,235,255,0.3)"; // ctx.fillStyle = `hsla(44, 79%, 31%,0.4)`; //"rgba(0,235,255,0.3)";
// ctx.fill();
// }
// wingShield(this.angle + Math.PI / 2, radius * 1.3)
// wingShield(this.angle - Math.PI / 2, radius * 1.3)
//draw invulnerable
ctx.beginPath();
let vertices = this.vertices;
@@ -5943,7 +5931,7 @@ const spawn = {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 1;
// ctx.lineWidth = 1;
ctx.fillStyle = `rgba(255,255,255,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.isNotCloaked) {
@@ -7460,17 +7448,19 @@ const spawn = {
mobs.spawn(x, y, 8, radius, "rgb(0,60,80)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.g = 0.0001; //required if using this.gravity
me.accelMag = 0.002 * simulation.accelScale;
me.memory = 20;
Matter.Body.setDensity(me, 0.0005 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.nextHealthThreshold = 0.75
me.invulnerableCount = 0
me.g = 0.0001; //required if using this.gravity
me.accelMag = 0.0012 + 0.0013 * simulation.accelScale;
me.memory = 20;
me.repulsionRange = 1800 * 1800
cons[cons.length] = Constraint.create({
pointA: {
x: constraint.x,
y: constraint.y
},
pointA: { x: constraint.x, y: constraint.y },
bodyB: me,
stiffness: 0.00012
});
@@ -7481,42 +7471,74 @@ const spawn = {
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
this.removeCons(); //remove constraint
//spawn seekers
// for (let i = 0, len = 100; i < len; i++) {
// const unit = Vector.rotate({ x: 10 + i, y: 0 }, Math.random() * 6.28)
// const where = Vector.add(this.position, unit)
// spawn.seeker(where.x, where.y); //(x, y, radius = 8, sides = 6)
// }
const delay = 4
me.babies(0.05 * simulation.difficulty + 1)
};
me.babies = function(len) {
const delay = Math.max(3, Math.floor(15 - len / 2))
let i = 0
const len = 3 * simulation.difficulty
let spawnFlutters = () => {
if (i < len) {
if (!(simulation.cycle % delay) && !simulation.paused && !simulation.isChoosing && m.alive) {
const unit = Vector.rotate({ x: radius * Math.random(), y: 0 }, Math.random() * 6.28)
const where = Vector.add(this.position, unit)
spawn.seeker(where.x, where.y); //(x, y, radius = 8, sides = 6)
// const phase = i / len * 2 * Math.PI
// const where = Vector.add(this.position, Vector.mult({ x: Math.cos(phase), y: Math.sin(phase) }, radius * 1.5))
const unit = Vector.normalise(Vector.sub(player.position, this.position))
const velocity = Vector.mult(unit, 10 + 10 * Math.random())
const where = Vector.add(this.position, Vector.mult(unit, radius * 1.2))
spawn.allowShields = false
spawn.flutter(where.x, where.y, Math.floor(9 + 8 * Math.random()))
const who = mob[mob.length - 1]
Matter.Body.setDensity(who, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setVelocity(who, velocity);
Matter.Body.setAngle(who, Math.atan2(velocity.y, velocity.x))
this.alertNearByMobs();
spawn.allowShields = true
i++
}
requestAnimationFrame(spawnFlutters);
}
}
requestAnimationFrame(spawnFlutters);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: radius * 0.9,
color: "rgba(255,0,255,0.2)",
time: len * (delay - 1)
});
}
me.onDamage = function() {
if (this.health < this.nextHealthThreshold && this.alive) {
this.health = this.nextHealthThreshold - 0.01
this.nextHealthThreshold = Math.floor(this.health * 4) / 4
this.invulnerableCount = 90 + Math.floor(30 * Math.random())
this.isInvulnerable = true
this.damageReduction = 0
}
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
if (this.isInvulnerable) {
this.repulsion();
this.invulnerableCount--
if (this.invulnerableCount < 0) {
this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction
this.frictionAir = 0.05
me.babies(0.07 * simulation.difficulty + 2)
if (this.radius > 15) {
const scale = 0.88;
Matter.Body.scale(this, scale, scale);
this.radius *= scale;
}
}
//draw invulnerable
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 13 + 5 * Math.random();
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
ctx.stroke();
} else {
this.seePlayerCheck();
this.checkStatus();
this.attraction();
}
};
},
shield(target, x, y, chance = Math.min(0.02 + simulation.difficulty * 0.005, 0.2) + tech.duplicationChance(), isExtraShield = false) {