not a full patch, just syncing between my 2 computers

This commit is contained in:
landgreen
2022-12-28 12:35:03 -08:00
parent 3cbc2c7941
commit feb8824bc7
12 changed files with 473 additions and 313 deletions

View File

@@ -6,7 +6,7 @@ const spawn = {
"orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "slashBoss", "shieldingBoss",
"timeSkipBoss", "dragonFlyBoss", "beetleBoss"
"timeSkipBoss", "dragonFlyBoss", "beetleBoss", "sneakBoss"
],
bossTypeSpawnOrder: [], //preset list of boss names calculated at the start of a run by the randomSeed
bossTypeSpawnIndex: 0, //increases as the boss type cycles
@@ -31,7 +31,8 @@ const spawn = {
"striker", "striker",
"laser", "laser",
"pulsar", "pulsar",
"launcher", "launcherOne", "exploder", "sneaker", "sucker", "sniper", "spinner", "grower", "beamer", "spawner", "ghoster",
"sneaker", "sneaker",
"launcher", "launcherOne", "exploder", "sucker", "sniper", "spinner", "grower", "beamer", "spawner", "ghoster",
//, "focuser"
],
mobTypeSpawnOrder: [], //preset list of mob names calculated at the start of a run by the randomSeed
@@ -1541,8 +1542,7 @@ const spawn = {
zombie(x, y, radius, sides, color) { //mob that attacks other mobs
mobs.spawn(x, y, sides, radius, color);
let me = mob[mob.length - 1];
me.damageReduction = 0.5 //take less damage
// Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
me.damageReduction = 0 //take NO damage until targeting player, but also slowly lose health
me.isZombie = true
me.isBadTarget = true;
me.isDropPowerUp = false;
@@ -1550,9 +1550,24 @@ const spawn = {
me.stroke = "#83a"
me.accelMag = 0.0015
me.frictionAir = 0.01
// me.collisionFilter.mask = cat.player | cat.map | cat.body
// me.memory = 120;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob
me.seeAtDistance2 = 1000000 //1000 vision range
// me.onDeath = function() {
// const amount = Math.min(10, Math.ceil(this.mass * 0.5))
// if (tech.isSporeFlea) {
// const len = amount / 2
// for (let i = 0; i < len; i++) {
// const speed = 10 + 5 * Math.random()
// const angle = 2 * Math.PI * Math.random()
// b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
// }
// } else if (tech.isSporeWorm) {
// const len = amount / 2
// for (let i = 0; i < len; i++) b.worm(this.position)
// } else {
// for (let i = 0; i < amount; i++) b.spore(this.position)
// }
// }
me.do = function() {
this.zombieHealthBar();
this.lookForMobTargets();
@@ -1572,9 +1587,11 @@ const spawn = {
(Vector.magnitudeSquared(Vector.sub(this.position, mob[this.mobSearchIndex].position)) < this.seeAtDistance2 && Matter.Query.ray(map, this.position, mob[this.mobSearchIndex].position).length === 0)
) {
this.target = mob[this.mobSearchIndex]
} else if (Math.random() < 0.05 && (Vector.magnitudeSquared(Vector.sub(this.position, player.position)) < this.seeAtDistance2 || Matter.Query.ray(map, this.position, player.position).length === 0)) {
} else if (Math.random() < 0.005 * player.speed && (Vector.magnitudeSquared(Vector.sub(this.position, player.position)) < this.seeAtDistance2 || Matter.Query.ray(map, this.position, player.position).length === 0)) {
this.target = player
this.isBadTarget = false;
this.damageReduction = 0.5
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob
}
}
}
@@ -1585,13 +1602,13 @@ const spawn = {
Vector.magnitudeSquared(Vector.sub(this.position, this.target.position)) > this.seeAtDistance2 ||
Matter.Query.ray(map, this.position, this.target.position).length !== 0
) {
if (this.target === player) this.isBadTarget = true
this.target = null
}
}
}
me.zombieHealthBar = function() {
this.damage(0.001); //decay
this.health -= 0.0005 //decay
if ((this.health < 0.01 || isNaN(this.health)) && this.alive) this.death();
const h = this.radius * 0.3;
const w = this.radius * 2;
@@ -1624,7 +1641,7 @@ const spawn = {
this.force.y -= force.y;
this.target = null //look for a new target
const dmg = 0.3 * m.dmgScale
const dmg = 0.2 * m.dmgScale
who.damage(dmg);
who.locatePlayer();
simulation.drawList.push({
@@ -1647,7 +1664,6 @@ const spawn = {
}
// me.onDamage = function(dmg) {
// }
},
starter(x, y, radius = Math.floor(15 + 20 * Math.random())) { //easy mob for on level 1
mobs.spawn(x, y, 8, radius, "#9ccdc6");
@@ -5703,21 +5719,132 @@ const spawn = {
ctx.setLineDash([]);
}
},
sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 10)) {
sneakBoss(x, y, radius = 70) {
mobs.spawn(x, y, 5, radius, "transparent");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
me.damageReduction = 0.4 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.accelMag = 0.0017 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.01;
me.g = 0.0001; //required if using this.gravity
me.stroke = "transparent"; //used for drawSneaker
me.alpha = 1; //used in drawSneaker
me.isCloaked = true; //used in drawSneaker
me.isBadTarget = true;
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
me.showHealthBar = false;
me.memory = 30;
me.vanishesLeft = 2+simulation.difficultyMode
me.onDamage = function() {
if (this.vanishesLeft>0 && this.health < 0.1){ //if health is below 10% teleport to a random spot on player history, heal, and cloak
this.vanishesLeft--
// const scale = 0.95;
// Matter.Body.scale(this, scale, scale);
// this.radius *= scale;
//flash screen to hide vanish
for(let i=0; i<8; i++){
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 3000,
color: `rgba(0, 0, 0,${1-0.1*i})`,
time: (i+1)*3
});
}
//teleport to near the end of player history
const index = Math.floor( (m.history.length-1)*(0.66+0.2*Math.random() ))
let history = m.history[(m.cycle - index) % 600]
Matter.Body.setPosition(this, history.position)
Matter.Body.setVelocity(this, {x: 0,y: 0});
this.seePlayer.recall = 0
this.cloak();
this.health = 1;
}
};
me.cloak = function() {
if (!this.isCloaked) { //stealth
this.alpha = 0;
this.isCloaked = true;
this.isBadTarget = true;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
this.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
}
}
me.deCloak = function() {
if (this.isCloaked) {
this.damageReduction = 0.4 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
this.isCloaked = false;
this.isBadTarget = false;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
}
}
me.do = function() {
this.gravity();
this.seePlayerByHistory(55);
this.checkStatus();
this.attraction();
//draw
if (this.seePlayer.recall) {
if (this.alpha < 1) this.alpha += 0.005 + 0.003 / simulation.CDScale;
} else {
if (this.alpha > 0) this.alpha -= 0.04;
}
if (this.alpha > 0) {
if (this.alpha > 0.7) {
this.healthBar();
this.deCloak()
}
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(0,0,0,${this.alpha * this.alpha})`;
ctx.fill();
} else {
this.cloak()
}
};
},
sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 10)) {
mobs.spawn(x, y, 5, radius, "transparent");
let me = mob[mob.length - 1];
// Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger
me.accelMag = 0.001 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.01;
me.g = 0.0002; //required if using this.gravity
me.stroke = "transparent"; //used for drawSneaker
me.alpha = 1; //used in drawSneaker
// me.leaveBody = false;
me.canTouchPlayer = false; //used in drawSneaker
me.isNotCloaked = false; //used in drawSneaker
me.isBadTarget = true;
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
me.showHealthBar = false;
me.memory = 240;
me.isVanished = false;
me.onDamage = function() {
if (!this.isVanished && this.health < 0.1){ //if health is below 10% teleport to a random spot on player history, heal, and cloak
this.health = 1;
this.isVanished = true
this.cloak();
//teleport to near the end of player history
Matter.Body.setPosition(this, m.history[Math.floor((m.history.length-1)*(0.66+0.33*Math.random()))].position)
Matter.Body.setVelocity(this, {x: 0,y: 0});
}
};
me.cloak = function() {
if (this.isNotCloaked) { //stealth
this.alpha = 0;
this.isNotCloaked = false;
this.isBadTarget = true;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
}
}
me.do = function() {
this.gravity();
this.seePlayerByHistory(15);
@@ -5732,8 +5859,8 @@ const spawn = {
if (this.alpha > 0) {
if (this.alpha > 0.7) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
if (!this.isNotCloaked) {
this.isNotCloaked = true;
this.isBadTarget = false;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
}
@@ -5748,10 +5875,8 @@ const spawn = {
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(0,0,0,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) { //stealth
this.canTouchPlayer = false;
this.isBadTarget = true;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
} else {
this.cloak()
}
};
},
@@ -5764,7 +5889,7 @@ const spawn = {
Matter.Body.setDensity(me, 0.0015); //normal is 0.001 //makes effective life much lower
me.stroke = "transparent"; //used for drawGhost
me.alpha = 1; //used in drawGhost
me.canTouchPlayer = false; //used in drawGhost
me.isNotCloaked = false; //used in drawGhost
me.isBadTarget = true;
// me.leaveBody = false;
me.collisionFilter.mask = cat.bullet //| cat.body
@@ -5791,8 +5916,8 @@ const spawn = {
if (this.alpha > 0) {
if (this.alpha > 0.8 && this.seePlayer.recall) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
if (!this.isNotCloaked) {
this.isNotCloaked = true;
this.isBadTarget = false;
this.collisionFilter.mask = cat.player | cat.bullet
}
@@ -5808,8 +5933,8 @@ const spawn = {
ctx.lineWidth = 1;
ctx.fillStyle = `rgba(255,255,255,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) {
this.canTouchPlayer = false;
} else if (this.isNotCloaked) {
this.isNotCloaked = false;
this.isBadTarget = true;
this.collisionFilter.mask = cat.bullet; //can't touch player or walls
}
@@ -6110,7 +6235,7 @@ const spawn = {
me.showHealthBar = false;
me.frictionStatic = 0;
me.friction = 0;
me.canTouchPlayer = false; //used in drawSneaker
me.isNotCloaked = false; //used in drawSneaker
me.isBadTarget = true;
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
@@ -6192,8 +6317,8 @@ const spawn = {
if (this.alpha > 0) {
if (this.alpha > 0.95) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
if (!this.isNotCloaked) {
this.isNotCloaked = true;
this.isBadTarget = false;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
}
@@ -6208,8 +6333,8 @@ const spawn = {
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(25,0,50,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) {
this.canTouchPlayer = false;
} else if (this.isNotCloaked) {
this.isNotCloaked = false;
this.isBadTarget = true
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
}
@@ -6373,7 +6498,7 @@ const spawn = {
// // Matter.Body.setDensity(me, 0.001); //normal is 0.001 //makes effective life much lower
// me.stroke = "transparent"; //used for drawGhost
// me.alpha = 1; //used in drawGhost
// me.canTouchPlayer = false; //used in drawGhost
// me.isNotCloaked = false; //used in drawGhost
// me.isBadTarget = true;
// // me.leaveBody = false;
// me.collisionFilter.mask = cat.bullet //| cat.body
@@ -6414,8 +6539,8 @@ const spawn = {
// if (this.alpha > 0) {
// if (this.alpha > 0.8 && this.seePlayer.recall) {
// this.healthBar();
// if (!this.canTouchPlayer) {
// this.canTouchPlayer = true;
// if (!this.isNotCloaked) {
// this.isNotCloaked = true;
// this.isBadTarget = false;
// this.collisionFilter.mask = cat.player | cat.bullet
// }
@@ -6452,8 +6577,8 @@ const spawn = {
// }
// } else if (this.canTouchPlayer) {
// this.canTouchPlayer = false;
// } else if (this.isNotCloaked) {
// this.isNotCloaked = false;
// this.isBadTarget = true;
// this.collisionFilter.mask = cat.bullet; //can't touch player or walls
// }