level ban setting

new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple

snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
  snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
This commit is contained in:
landgreen
2022-08-11 16:46:42 -07:00
parent 50dcc0c9dc
commit fee9526268
9 changed files with 454 additions and 152 deletions

View File

@@ -16,16 +16,16 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(1 * 4) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(5 * 4) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
// powerUps.research.changeRerolls(100000)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// b.guns[0].ammo = 10000
// m.setField("time dilation") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[0].ammo = 1000000
// tech.giveTech("sentry");
// tech.giveTech("MACHO");
// tech.giveTech("elephant's toothpaste")
@@ -36,10 +36,8 @@ const level = {
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
// spawn.flutter(1900, -500, 10)
// spawn.starter(1900, -500, 200)
// spawn.historyBoss(1900, -400)
// spawn.beetleBoss(1900, -400)
// spawn.snakeSpitBoss(1900, -400)
// for (let i = 0; i < 15; ++i) spawn.starter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
// level.testing();
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
@@ -239,30 +237,44 @@ const level = {
}
},
populateLevels() { //run a second time if URL is loaded
if (document.getElementById("seed").value) {
if (document.getElementById("banned").value) { //remove levels from ban list in settings
const banList = document.getElementById("banned").value.replace(/,/g, ' ').replace(/\s\s+/g, ' ').replace(/[^\w\s]/g, '') //replace commas with spaces, replace double spaces with single, remove strange symbols
const remove = banList.split(" ");
console.log('remove these', remove)
console.log('community levels before', level.communityLevels)
for (let i = 0; i < remove.length; i++) {
const index = level.communityLevels.indexOf(remove[i])
if (index !== -1) level.communityLevels.splice(index, 1);
}
console.log('community levels after', level.communityLevels)
console.log('Landgreen levels before', level.playableLevels)
for (let i = 0; i < remove.length; i++) {
if (level.playableLevels.length + level.communityLevels.length * simulation.isCommunityMaps < 10) break //can't remove too many levels
const index = level.playableLevels.indexOf(remove[i])
if (index !== -1) level.playableLevels.splice(index, 1);
}
console.log('Landgreen levels after', level.playableLevels)
}
if (document.getElementById("seed").value) { //check for player entered seed in settings
Math.initialSeed = String(document.getElementById("seed").value)
Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
}
if (simulation.isTraining) {
level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
} else {
simulation.isHorizontalFlipped = (Math.seededRandom() < 0.5) ? true : false //if true, some maps are flipped horizontally
} else { //add remove and shuffle levels for the normal game (not training levels)
level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
if (simulation.isCommunityMaps) {
// level.levels.push(level.communityLevels)
level.levels = level.levels.concat(level.communityLevels)
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, level.communityLevels.length); //remove some random levels to make up for adding the community levels
simulation.isHorizontalFlipped = false;
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
simulation.isHorizontalFlipped = (Math.seededRandom() < 0.5) ? true : false //if true, some maps are flipped horizontally
}
// level.levels.splice(Math.floor(level.levels.length * (0.4 + 0.6 * Math.random())), 0, "reservoir"); //add level to the back half of the randomized levels list
level.levels = shuffle(level.levels); //shuffles order of maps with seeded random
level.levels.length = 9 //remove any extra levels past 9
level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.6, level.levels.length)), 0, "reservoir"); //add level to the back half of the randomized levels list
level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.6, level.levels.length)), 0, "reactor"); //add level to the back half of the randomized levels list
// level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.2, level.levels.length * 0.5)), 0, "reactor"); //add level to the back half of the randomized levels list
// level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.7, level.levels.length)), 0, "reactor"); //add level to the back half of the randomized levels list
level.levels.splice(0, 2); //remove 2 levels from the start of the array
if (!build.isExperimentSelection || (build.hasExperimentalMode && !simulation.isCheating)) { //experimental mode is endless, unless you only have an experiment Tech
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
@@ -9923,7 +9935,6 @@ const level = {
powerUps.spawn(3000, -230, "heal");
// level.difficultyIncrease(60)
},
temple() {
simulation.makeTextLog(`<strong>temple</strong> by <span class='color-var'>Scar1337</span>`);
@@ -9977,6 +9988,26 @@ const level = {
Rect.fromBounds = function(min, max) {
return new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
}
Rect.prototype.isCollidingWith = function(other) {
const tc = {
p1: [this.pos.x, this.pos.y],
p2: [this.pos.x + this.width, this.pos.y + this.height]
};
const oc = {
p1: [other.pos.x, other.pos.y],
p2: [other.pos.x + other.width, other.pos.y + other.height]
};
// If one rectangle is on left side of other
if (tc.p1[0] >= oc.p2[0] || oc.p1[0] >= tc.p2[0])
return false;
// If one rectangle is above other
if (tc.p1[1] >= oc.p2[1] || oc.p1[1] >= tc.p2[1])
return false;
return true;
}
return Rect;
})();
@@ -9998,7 +10029,7 @@ const level = {
}
}
function secondRoomBoss(x, y, radius = 25, isDark = false) {
function secondRoomSuckerBoss(x, y, isDark = false, radius = 25) {
mobs.spawn(x, y, 12, radius, isDark ? "#000" : "#fff");
let me = mob[mob.length - 1];
me.isBoss = true;
@@ -10100,6 +10131,119 @@ const level = {
}
};
function secondRoomPlacerBoss(x, y, isDark = false, size = 70) {
mobs.spawn(x, y, isDark ? 3 : 4, size, isDark ? "#0008" : "#fff8");
let me = mob[mob.length - 1];
me.isBoss = true;
me.isDark = isDark;
me.stroke = isDark ? "#000" : "#fff";
me.seeAtDistance2 = 5e6; // Basically just see at all times, in the context it's given
me.accelMag = 0.0001 * simulation.accelScale;
me.collisionFilter.mask = cat.player | cat.bullet;
me.memory = 1600;
me.randomPRNGMult = Math.random() * 500;
me.attackCycle = 0;
me.maxAttackCycle = isDark ? 90 : 240;
Matter.Body.setDensity(me, 0.006); // extra dense, normal is 0.001 // makes effective life much larger
me.onDeath = function() {
powerUps.spawn(this.position.x + 20, this.position.y, "ammo");
if (Math.random() > 0.5) powerUps.spawn(this.position.x, this.position.y, "ammo");
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, null, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.do = function() {
// keep it slow, to stop issues from explosion knock backs
if (this.speed > 2) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.95,
y: this.velocity.y * 0.95
});
}
if (!(simulation.cycle % this.seePlayerFreq)) {
if (this.distanceToPlayer2() < this.seeAtDistance2) { // ignore cloak
this.locatePlayer();
if (!this.seePlayer.yes) this.seePlayer.yes = true;
} else if (this.seePlayer.recall) {
this.lostPlayer();
}
}
this.checkStatus();
if (this.seePlayer.recall) {
// accelerate towards the player
const forceMag = this.accelMag * this.mass;
const dx = this.seePlayer.position.x - this.position.x
const dy = this.seePlayer.position.y - this.position.y
const mag = Math.sqrt(dx * dx + dy * dy)
this.force.x += forceMag * dx / mag;
this.force.y += forceMag * dy / mag;
this.attackCycle++;
if (this.attackCycle > this.maxAttackCycle) {
this.attackCycle = 0;
secondRoomObstacle(this.position.x, this.position.y, this.isDark, size);
}
}
}
};
function secondRoomObstacle(x, y, isDark = false, size = 70) {
mobs.spawn(x, y, isDark ? 3 : 4, size, isDark ? "#0004" : "#fff4");
let me = mob[mob.length - 1];
me.stroke = isDark ? "#000b" : "#fffb";
me.collisionFilter.mask = isDark ? cat.player | cat.bullet : 0;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.leaveBody = false;
me.timeLeft = 1200;
me.isObstacle = true;
me.damageReduction = isDark ? 0.5 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) : 0;
if (!isDark) {
me.isBadTarget = true;
me.attackCycle = 0;
me.maxAttackCycle = 10;
me.inertia = Infinity;
}
me.do = isDark ? function() {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.95,
y: this.velocity.y * 0.95
});
} : function() {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.95,
y: this.velocity.y * 0.95
});
if (Rect.fromBounds(this.bounds.min, this.bounds.max).isCollidingWith(Rect.fromBounds(player.bounds.min, player.bounds.max))) {
this.attackCycle++;
this.attackCycle = Math.min(this.attackCycle, 10);
} else {
this.attackCycle--;
this.attackCycle = Math.max(this.attackCycle, 0);
}
if (this.attackCycle > 0) {
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);
if (this.attackCycle >= 10) {
ctx.shadowBlur = 10;
ctx.shadowColor = "rgb(255, 210, 64)";
}
ctx.fillStyle = `rgba(255, 210, 64, ${this.attackCycle / 15})`;
ctx.fill();
ctx.shadowBlur = 0;
if (this.attackCycle >= 10) {
DrawTools.lightning(this.position, m.pos, simulation.cycle);
m.damage(0.003 * simulation.dmgScale);
}
}
this.timeLimit();
}
}
function mobGrenade(...args) {
spawn.grenade(...args);
const pulseRadius = args[3] || Math.min(550, 250 + simulation.difficulty * 3)
@@ -10209,12 +10353,12 @@ const level = {
}
}
me.horizon = function() {
if (this.isInvulnerable) return;
if (this.isInvulnerable) return this.fill = "#f00";
// eventHorizon waves in and out
const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008));
const charge = this.attackCycle / 90;
this.fill = this.isInvulnerable ? "#f00" : `rgb(${charge * 255},${charge * 255},${charge * 255})`;
this.fill = `rgb(${charge * 255},${charge * 255},${charge * 255})`;
// draw darkness
ctx.fillStyle = `rgba(${charge * 225},${20 + charge * 195},${40 + charge * 215},0.6)`;
DrawTools.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
@@ -11048,7 +11192,7 @@ const level = {
if (simulation.cycle % 4 === 0) {
let newMobPositions = [];
for (const i of mob) {
if (!(i.isMACHO || i.isWIMP)) newMobPositions.push({ x: i.position.x, y: i.position.y });
if (!(i.isMACHO || i.isWIMP || i.isObstacle)) newMobPositions.push({ x: i.position.x, y: i.position.y });
}
mobPositionsQueue.shift();
mobPositionsQueue.push(newMobPositions);
@@ -11135,11 +11279,12 @@ const level = {
room2() {
if (!isInBound(secondRoomBounds)) return;
if (templePlayer.room2.spawnInitiatorCycles > Objects.room2Initiator.cap) {
const randomSecondRoomBoss = [secondRoomSuckerBoss, secondRoomPlacerBoss];
if (templePlayer.room2.cycles % 720 === 0 && templePlayer.room2.cycles <= 2160) {
const isOdd = Math.floor(templePlayer.room2.cycles / 720) & 1;
secondRoomBoss(-600, -9800, 25, isOdd);
secondRoomBoss(600, -9800, 25, isOdd);
secondRoomBoss(0, -9800, 25, !isOdd);
randomSecondRoomBoss[Math.floor(randomSecondRoomBoss.length * Math.random())](-600, -9800, isOdd);
randomSecondRoomBoss[Math.floor(randomSecondRoomBoss.length * Math.random())](600, -9800, isOdd);
randomSecondRoomBoss[Math.floor(randomSecondRoomBoss.length * Math.random())](0, -9800, !isOdd);
}
templePlayer.room2.cycles++;
if (templePlayer.room2.cycles === 2400) {
@@ -11310,6 +11455,7 @@ const level = {
DrawHandler.room2Top();
};
},
// temple() {
// simulation.makeTextLog(`<strong>temple</strong> by <span class='color-var'>Scar1337</span>`);