difficulty spawns

lasertargetingboss, nailshot
This commit is contained in:
landgreen
2020-05-25 13:22:15 -07:00
parent f338184869
commit ff78c731fc
7 changed files with 287 additions and 78 deletions

View File

@@ -398,7 +398,7 @@ const b = {
const that = this
setTimeout(function () {
if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
console.log(that)
// console.log(that)
that.endCycle = 0 // if not touching map explode
that.isArmed = false
b.mine(that.position, that.velocity, that.angle)
@@ -1203,27 +1203,43 @@ const b = {
player.force.y -= knock * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + 60; //player is immune to collision damage for 30 cycles
b.muzzleFlash(35);
const side = 19 * mod.bulletSize
for (let i = 0; i < 15; i++) {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * spread
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));
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 50 + Math.random() * 10
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = game.cycle + 40
bullet[me].minDmgSpeed = 20
// bullet[me].dmg = 0.1
bullet[me].frictionAir = 0.034;
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
const scale = 1 - 0.035 / mod.isBulletsLastLonger
Matter.Body.scale(this, scale, scale);
if (mod.isNailShot) {
for (let i = 0; i < 15; i++) {
const dir = mech.angle + (Math.random() - 0.5) * spread * 0.2
const pos = {
x: mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5),
y: mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5)
}
};
speed = 35 + 15 * Math.random()
const velocity = {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}
b.nail(pos, velocity, 0.6)
}
} else {
const side = 19 * mod.bulletSize
for (let i = 0; i < 15; i++) {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * spread
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));
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 50 + Math.random() * 10
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = game.cycle + 40
bullet[me].minDmgSpeed = 20
// bullet[me].dmg = 0.1
bullet[me].frictionAir = 0.034;
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
const scale = 1 - 0.035 / mod.isBulletsLastLonger
Matter.Body.scale(this, scale, scale);
}
};
}
}
}
},

View File

@@ -23,8 +23,8 @@ const level = {
// mech.setField("pilot wave")
// mech.setField("phase decoherence field")
// level.intro(); //starting level
level.testing();
level.intro(); //starting level
// level.testing();
// level.stronghold()
// level.bosses();
// level.satellite();
@@ -184,9 +184,9 @@ const level = {
// spawn.bomberBoss(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.sniper(1600, -400)
spawn.laserTargetingBoss(1600, -400)
// spawn.sneaker(1600, -500)
spawn.sniper(1700, -120)
// spawn.sniper(1700, -120)
// spawn.cellBossCulture(1600, -500)
// spawn.shooter(1600, -500)
// spawn.striker(1600, -500)

View File

@@ -467,7 +467,7 @@ const mobs = {
//draw damage
ctx.fillStyle = "#f00";
ctx.beginPath();
ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI);
ctx.fill();
}
}

View File

@@ -947,7 +947,7 @@ const mod = {
{
name: "microstates",
description: "<strong>+7%</strong> <strong class='color-d'>damage</strong> for every <strong>10</strong> active <strong>bullets</strong>",
maxCount: 3,
maxCount: 1,
count: 0,
allowed() {
return mod.isBulletsLastLonger > 1
@@ -1046,6 +1046,22 @@ const mod = {
mod.isShotgunImmune = false;
}
},
{
name: "nailshot",
description: "the <strong>shotgun</strong> fires <strong>nails</strong><br><em>effective at a distance</em>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("shotgun")
},
requires: "shotgun",
effect() {
mod.isNailShot = true;
},
remove() {
mod.isNailShot = false;
}
},
{
name: "super duper",
description: "fire <strong>+2</strong> additional <strong>super balls</strong>",
@@ -1362,7 +1378,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.nailBotCount > 1 || mod.haveGunCheck("mine") || mod.grenadeFragments > 5 || mod.isRailNails || mod.nailsDeathMob > 2
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob > 1 || mod.haveGunCheck("mine") || mod.isRailNails || mod.isNailShot
},
requires: "nails",
effect() {
@@ -1838,4 +1854,5 @@ const mod = {
manyWorlds: null,
isDamageFromBulletCount: null,
isLaserDiode: null,
isNailShot: null
}

View File

@@ -389,37 +389,53 @@ const powerUps = {
}
},
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field")
} else if (Math.random() < 0.9) {
powerUps.spawn(x, y, "mod")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.5) {
powerUps.spawn(x, y, "gun")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
// } else if (Math.random() < 0.5) {
// powerUps.spawn(x, y, "field");
// if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field");
} else if (mech.health < 0.65 && !mod.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
if (Math.random() < mod.bayesian) {
powerUps.spawn(x, y, "heal");
if (game.difficultyMode > 1 || Math.random() < 0.66) { //easy and normal have only a 66% chance for a power up
spawnPowerUps()
if (game.difficultyMode > 2 && Math.random() < 0.33) spawnPowerUps() //why? has a 33% chance for an extra power up
} else {
if (mech.health < 0.65 && !mod.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
if (Math.random() < mod.bayesian) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
}
} else if (!mod.bayesian) {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
} else if (!mod.bayesian) {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
function spawnPowerUps() {
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field")
} else if (Math.random() < 0.9) {
powerUps.spawn(x, y, "mod")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.5) {
powerUps.spawn(x, y, "gun")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
} else if (mech.health < 0.65 && !mod.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
if (Math.random() < mod.bayesian) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
}
} else if (!mod.bayesian) {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
}
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
if (Math.random() < 0.05) {

View File

@@ -2,24 +2,24 @@
const spawn = {
pickList: ["starter", "starter"],
fullPickList: [
// "hopper", "hopper", "hopper", "hopper",
// "shooter", "shooter", "shooter",
// "chaser", "chaser",
// "striker", "striker",
// "laser", "laser",
// "exploder", "exploder",
// "stabber", "stabber",
// "launcher", "launcher",
"hopper", "hopper", "hopper", "hopper",
"shooter", "shooter", "shooter",
"chaser", "chaser",
"striker", "striker",
"laser", "laser",
"exploder", "exploder",
"stabber", "stabber",
"launcher", "launcher",
"sniper",
// "spinner",
// "grower",
// "springer",
// "beamer",
// "focuser",
// "sucker",
// "spawner",
// "ghoster",
// "sneaker",
"spinner",
"grower",
"springer",
"beamer",
"focuser",
"sucker",
"spawner",
"ghoster",
"sneaker",
],
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper"],
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
@@ -83,7 +83,7 @@ const spawn = {
},
randomLevelBoss(x, y) {
// other bosses: suckerBoss, laserBoss, tetherBoss, snakeBoss //all need a particular level to work so they are not included
const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss"] // , "timeSkipBoss"
const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss"] // , "timeSkipBoss"
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
//mob templates *********************************************************************************************
@@ -892,6 +892,148 @@ const spawn = {
};
}
},
laserTargetingBoss(x, y, radius = 70) {
const color = "#05f"
mobs.spawn(x, y, 3, radius, color);
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.0006 * game.accelScale;
me.seePlayerFreq = Math.floor(25 * game.lookFreqScale);
me.memory = 600;
me.restitution = 1;
me.frictionAir = 0.06;
me.frictionStatic = 0;
me.friction = 0;
me.lookTorque = 0.000005 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
}
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onHit = function () {
//run this function on hitting player
// this.explode();
};
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(game.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.04;
if (c > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.000004 * this.inertia;
}
// if (Math.abs(c) < 0.3) {
// const mag = 0.05
// this.force.x += mag * Math.cos(this.angle)
// this.force.y += mag * Math.sin(this.angle)
// }
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const seeRange = 8000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
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
}