difficulty spawns
lasertargetingboss, nailshot
This commit is contained in:
58
js/bullet.js
58
js/bullet.js
@@ -398,7 +398,7 @@ const b = {
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const that = this
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setTimeout(function () {
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if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
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console.log(that)
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// console.log(that)
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that.endCycle = 0 // if not touching map explode
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that.isArmed = false
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b.mine(that.position, that.velocity, that.angle)
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@@ -1203,27 +1203,43 @@ const b = {
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player.force.y -= knock * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + 60; //player is immune to collision damage for 30 cycles
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b.muzzleFlash(35);
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const side = 19 * mod.bulletSize
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for (let i = 0; i < 15; i++) {
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const me = bullet.length;
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const dir = mech.angle + (Math.random() - 0.5) * spread
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bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
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World.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = 50 + Math.random() * 10
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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bullet[me].endCycle = game.cycle + 40
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bullet[me].minDmgSpeed = 20
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// bullet[me].dmg = 0.1
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bullet[me].frictionAir = 0.034;
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bullet[me].do = function () {
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if (!mech.isBodiesAsleep) {
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const scale = 1 - 0.035 / mod.isBulletsLastLonger
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Matter.Body.scale(this, scale, scale);
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if (mod.isNailShot) {
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for (let i = 0; i < 15; i++) {
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const dir = mech.angle + (Math.random() - 0.5) * spread * 0.2
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const pos = {
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x: mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5),
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y: mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5)
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}
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};
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speed = 35 + 15 * Math.random()
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const velocity = {
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x: speed * Math.cos(dir),
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y: speed * Math.sin(dir)
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}
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b.nail(pos, velocity, 0.6)
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}
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} else {
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const side = 19 * mod.bulletSize
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for (let i = 0; i < 15; i++) {
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const me = bullet.length;
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const dir = mech.angle + (Math.random() - 0.5) * spread
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bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
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World.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = 50 + Math.random() * 10
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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bullet[me].endCycle = game.cycle + 40
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bullet[me].minDmgSpeed = 20
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// bullet[me].dmg = 0.1
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bullet[me].frictionAir = 0.034;
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bullet[me].do = function () {
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if (!mech.isBodiesAsleep) {
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const scale = 1 - 0.035 / mod.isBulletsLastLonger
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Matter.Body.scale(this, scale, scale);
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}
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};
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}
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}
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}
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},
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@@ -23,8 +23,8 @@ const level = {
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// mech.setField("pilot wave")
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// mech.setField("phase decoherence field")
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// level.intro(); //starting level
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level.testing();
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level.intro(); //starting level
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// level.testing();
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// level.stronghold()
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// level.bosses();
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// level.satellite();
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@@ -184,9 +184,9 @@ const level = {
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// spawn.bomberBoss(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.sniper(1600, -400)
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spawn.laserTargetingBoss(1600, -400)
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// spawn.sneaker(1600, -500)
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spawn.sniper(1700, -120)
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// spawn.sniper(1700, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shooter(1600, -500)
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// spawn.striker(1600, -500)
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@@ -467,7 +467,7 @@ const mobs = {
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//draw damage
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ctx.fillStyle = "#f00";
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ctx.beginPath();
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ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
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ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI);
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ctx.fill();
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}
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}
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21
js/mods.js
21
js/mods.js
@@ -947,7 +947,7 @@ const mod = {
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{
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name: "microstates",
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description: "<strong>+7%</strong> <strong class='color-d'>damage</strong> for every <strong>10</strong> active <strong>bullets</strong>",
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maxCount: 3,
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isBulletsLastLonger > 1
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@@ -1046,6 +1046,22 @@ const mod = {
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mod.isShotgunImmune = false;
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}
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},
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{
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name: "nailshot",
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description: "the <strong>shotgun</strong> fires <strong>nails</strong><br><em>effective at a distance</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("shotgun")
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},
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requires: "shotgun",
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effect() {
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mod.isNailShot = true;
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},
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remove() {
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mod.isNailShot = false;
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}
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},
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{
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name: "super duper",
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description: "fire <strong>+2</strong> additional <strong>super balls</strong>",
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@@ -1362,7 +1378,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.nailBotCount > 1 || mod.haveGunCheck("mine") || mod.grenadeFragments > 5 || mod.isRailNails || mod.nailsDeathMob > 2
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return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob > 1 || mod.haveGunCheck("mine") || mod.isRailNails || mod.isNailShot
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},
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requires: "nails",
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effect() {
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@@ -1838,4 +1854,5 @@ const mod = {
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manyWorlds: null,
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isDamageFromBulletCount: null,
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isLaserDiode: null,
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isNailShot: null
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}
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@@ -389,37 +389,53 @@ const powerUps = {
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}
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},
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spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
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if (mech.fieldMode === 0) {
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powerUps.spawn(x, y, "field")
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.9) {
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powerUps.spawn(x, y, "mod")
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.5) {
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powerUps.spawn(x, y, "gun")
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
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// } else if (Math.random() < 0.5) {
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// powerUps.spawn(x, y, "field");
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// if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field");
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} else if (mech.health < 0.65 && !mod.isEnergyHealth) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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if (Math.random() < mod.bayesian) {
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powerUps.spawn(x, y, "heal");
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if (game.difficultyMode > 1 || Math.random() < 0.66) { //easy and normal have only a 66% chance for a power up
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spawnPowerUps()
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if (game.difficultyMode > 2 && Math.random() < 0.33) spawnPowerUps() //why? has a 33% chance for an extra power up
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} else {
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if (mech.health < 0.65 && !mod.isEnergyHealth) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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if (Math.random() < mod.bayesian) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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}
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} else if (!mod.bayesian) {
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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}
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} else if (!mod.bayesian) {
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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}
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function spawnPowerUps() {
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if (mech.fieldMode === 0) {
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powerUps.spawn(x, y, "field")
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.9) {
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powerUps.spawn(x, y, "mod")
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.5) {
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powerUps.spawn(x, y, "gun")
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
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} else if (mech.health < 0.65 && !mod.isEnergyHealth) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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if (Math.random() < mod.bayesian) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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}
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} else if (!mod.bayesian) {
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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}
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}
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},
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chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
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if (Math.random() < 0.05) {
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188
js/spawn.js
188
js/spawn.js
@@ -2,24 +2,24 @@
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const spawn = {
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pickList: ["starter", "starter"],
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fullPickList: [
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// "hopper", "hopper", "hopper", "hopper",
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// "shooter", "shooter", "shooter",
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// "chaser", "chaser",
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// "striker", "striker",
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// "laser", "laser",
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// "exploder", "exploder",
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// "stabber", "stabber",
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// "launcher", "launcher",
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"hopper", "hopper", "hopper", "hopper",
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"shooter", "shooter", "shooter",
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"chaser", "chaser",
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"striker", "striker",
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"laser", "laser",
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"exploder", "exploder",
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"stabber", "stabber",
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"launcher", "launcher",
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"sniper",
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// "spinner",
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// "grower",
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// "springer",
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// "beamer",
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// "focuser",
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// "sucker",
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// "spawner",
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// "ghoster",
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// "sneaker",
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"spinner",
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"grower",
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"springer",
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"beamer",
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"focuser",
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"sucker",
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"spawner",
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"ghoster",
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"sneaker",
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],
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allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper"],
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setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
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@@ -83,7 +83,7 @@ const spawn = {
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},
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randomLevelBoss(x, y) {
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// other bosses: suckerBoss, laserBoss, tetherBoss, snakeBoss //all need a particular level to work so they are not included
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const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss"] // , "timeSkipBoss"
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const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss"] // , "timeSkipBoss"
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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//mob templates *********************************************************************************************
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@@ -892,6 +892,148 @@ const spawn = {
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};
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}
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},
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laserTargetingBoss(x, y, radius = 70) {
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const color = "#05f"
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mobs.spawn(x, y, 3, radius, color);
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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Matter.Body.rotate(me, Math.random() * Math.PI * 2);
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me.accelMag = 0.0006 * game.accelScale;
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me.seePlayerFreq = Math.floor(25 * game.lookFreqScale);
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me.memory = 600;
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me.restitution = 1;
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me.frictionAir = 0.06;
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me.frictionStatic = 0;
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me.friction = 0;
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me.lookTorque = 0.000005 * (Math.random() > 0.5 ? -1 : 1);
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me.fireDir = {
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x: 0,
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y: 0
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}
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Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
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spawn.shield(me, x, y, 1);
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me.onHit = function () {
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//run this function on hitting player
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// this.explode();
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};
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// spawn.shield(me, x, y, 1); //not working, not sure why
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me.onDeath = function () {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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};
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me.do = function () {
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this.seePlayerByLookingAt();
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this.checkStatus();
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this.attraction();
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if (this.seePlayer.recall) {
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//set direction to turn to fire
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if (!(game.cycle % this.seePlayerFreq)) {
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this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
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// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
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}
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//rotate towards fireAngle
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const angle = this.angle + Math.PI / 2;
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c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
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const threshold = 0.04;
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if (c > threshold) {
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this.torque += 0.000004 * this.inertia;
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} else if (c < -threshold) {
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this.torque -= 0.000004 * this.inertia;
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}
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// if (Math.abs(c) < 0.3) {
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// const mag = 0.05
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// this.force.x += mag * Math.cos(this.angle)
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// this.force.y += mag * Math.sin(this.angle)
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// }
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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const seeRange = 8000;
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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const look = {
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x: this.position.x + seeRange * Math.cos(this.angle),
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y: this.position.y + seeRange * Math.sin(this.angle)
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};
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vertexCollision(this.position, look, map);
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vertexCollision(this.position, look, body);
|
||||
if (!mech.isStealth) vertexCollision(this.position, look, [player]);
|
||||
// hitting player
|
||||
if (best.who === player) {
|
||||
if (mech.immuneCycle < mech.cycle) {
|
||||
const dmg = 0.0005 * game.dmgScale;
|
||||
mech.damage(dmg);
|
||||
//draw damage
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
//draw beam
|
||||
if (best.dist2 === Infinity) {
|
||||
best = look;
|
||||
}
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
|
||||
ctx.lineTo(best.x, best.y);
|
||||
ctx.strokeStyle = color;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
|
||||
}
|
||||
};
|
||||
},
|
||||
laser(x, y, radius = 30) {
|
||||
mobs.spawn(x, y, 3, radius, "#f00");
|
||||
let me = mob[mob.length - 1];
|
||||
@@ -1364,6 +1506,8 @@ const spawn = {
|
||||
me.noseLength = 0;
|
||||
me.fireAngle = 0;
|
||||
me.accelMag = 0.0005 * game.accelScale;
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
me.frictionAir = 0.05;
|
||||
me.lookTorque = 0.0000025 * (Math.random() > 0.5 ? -1 : 1);
|
||||
me.fireDir = {
|
||||
@@ -1439,6 +1583,7 @@ const spawn = {
|
||||
this.timeLimit();
|
||||
};
|
||||
},
|
||||
|
||||
sniper(x, y, radius = 35 + Math.ceil(Math.random() * 30)) {
|
||||
mobs.spawn(x, y, 3, radius, "transparent"); //"rgb(25,0,50)")
|
||||
let me = mob[mob.length - 1];
|
||||
@@ -1448,7 +1593,8 @@ const spawn = {
|
||||
me.stroke = "transparent"; //used for drawSneaker
|
||||
me.alpha = 1; //used in drawSneaker
|
||||
me.showHealthBar = false;
|
||||
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
me.canTouchPlayer = false; //used in drawSneaker
|
||||
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
|
||||
|
||||
@@ -1572,8 +1718,8 @@ const spawn = {
|
||||
me.do = function () {
|
||||
// this.gravity();
|
||||
this.timeLimit();
|
||||
if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0) {
|
||||
// this.timeLeft = 0
|
||||
|
||||
if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) {
|
||||
this.dropPowerUp = false;
|
||||
this.death(); //death with no power up
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user