//global game variables let body = []; //non static bodies let map = []; //all static bodies let cons = []; //all constaints between a point and a body let consBB = []; //all constaints between two bodies //main object for spawning levels const level = { levels: ["towers", "skyscrapers", "rooftops", "warehouse", 'highrise'], // name of the level methods that the player runs through onLevel: undefined, start: function() { // game.levelsCleared = 3; //for testing to simulate all possible mobs spawns spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns this[this.levels[this.onLevel]](); //spawn the level player is on, this cycles in a loop //this.boss(); //this.warehouse(); //this.highrise(); //this.towers(); //this.skyscrapers(); //this.rooftops(); this.addToWorld(); //add map to world this.levelAnnounce(); }, //****************************************************************************************************************** //****************************************************************************************************************** //empty map for testing mobs boss: function() { game.levelsCleared = 10; //for testing to simulate all possible mobs spawns mech.setPosToSpawn(-75, -60); //normal spawn level.enter.x = mech.spawnPos.x - 50; level.enter.y = mech.spawnPos.y + 20; level.exit.x = 3500; level.exit.y = -870; this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel"); // this.addZone(250, -1000, 500, 1500, "laser"); spawn.debris(0, -900, 4500, 10); //20 debris per level document.body.style.backgroundColor = "#eee"; // document.body.style.backgroundColor = "#fafcff"; // document.body.style.backgroundColor = "#bbb"; // document.body.style.backgroundColor = "#eee4e4"; // document.body.style.backgroundColor = "#dcdcde"; // document.body.style.backgroundColor = "#e0e5e0"; // this.addQueryRegion(550, -25, 100, 50, "bounce", { Vx: 0, Vy: -25 }); // level.fillBG.push({ x: 550, y: -25, width: 100, height: 50, color: "#ff0" }); spawn.mapRect(3500, -860, 100, 50); //ground bump wall spawn.mapRect(-1200, 0, 2200, 300); //ground spawn.mapVertex(1250, 0, "0 0 0 300 -500 600 -500 300"); spawn.mapRect(1500, -300, 2000, 300); //upper ground spawn.mapVertex(3750, 0, "0 600 0 300 -500 0 -500 300"); spawn.mapRect(4000, 0, 1000, 300); //right lower ground spawn.mapRect(2200, -600, 600, 50); //center platform spawn.mapRect(1300, -850, 700, 50); //center platform spawn.mapRect(3000, -850, 700, 50); //center platform spawn.spawnBuilding(-200, -250, 275, 240, false, true, "left"); //far left; player spawns in side //spawn.boost(350, 0, 0, -0.005); powerUps.spawn(450, -125, "gun", false); // powerUps.spawn(450, -125, "gun", false); // powerUps.spawn(450, -125, "gun", false); for (let i = 0; i < 5; i++) { //powerUps.spawn(2500+i*15, -1000, "gun", false); powerUps.spawn(2500+ i*20, -1300, "gun", false); powerUps.spawn(2500 + i * 20, -1100, "ammo", false); } spawn.bodyRect(700, -50, 50, 50); spawn.bodyRect(700, -100, 50, 50); spawn.bodyRect(700, -150, 50, 50); spawn.bodyRect(700, -200, 50, 50); spawn.bodyRect(-100, -260, 250, 10); spawn.chaser(1240, -1100, 40); spawn.blackHoler(400, -1400); spawn.shooter(1300, -1150, 20); spawn.shooter(800, -1150, 50); // spawn.shooter(400, -1150, 150); spawn.lineBoss(900, -1470,'laserTracker',4); // spawn.randomBoss(-100, -1470); }, warehouse: function() { // document.body.style.backgroundColor = (Math.random() < 0.5) ? "#aaa" : "#e3e3f0" document.body.style.backgroundColor = "#bbb"; mech.setPosToSpawn(25, -60); //normal spawn //mech.setPosToSpawn(-2000, -1700); // left ledge spawn level.enter.x = mech.spawnPos.x - 50; level.enter.y = mech.spawnPos.y + 20; level.exit.x = 425; level.exit.y = -35; this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel"); //level.addQueryRegion(-600, -250, 180, 420, "death", [[player]],{}); spawn.debris(-2250, 1330, 3000, 7); //20 debris per level spawn.debris(-3000, -800, 3280, 7); //20 debris per level spawn.debris(-1400, 410, 2300, 6); //20 debris per level if (game.levelsCleared < 2) powerUps.spawn(-1250, 560, "gun", false); //starting gun //foreground // level.fill.push({ x: -3025, y: 50, width: 4125, height: 1350, color: "rgba(0,0,0,0.05)"}); // level.fill.push({ x: -1800, y: -500, width: 1975, height: 550, color: "rgba(0,0,0,0.05)"}); // level.fill.push({ x: -2600, y: -150, width: 700, height: 200, color: "rgba(0,0,0,0.05)"}); //background const BGColor = "#f3f3ea"; level.fillBG.push({ x: -3025, y: 50, width: 4125, height: 1350, color: BGColor }); level.fillBG.push({ x: -1800, y: -500, width: 1975, height: 555, color: BGColor }); level.fillBG.push({ x: -2600, y: -150, width: 700, height: 205, color: BGColor }); level.fillBG.push({ x: 300, y: -250, width: 350, height: 250, color: "#cff" }); spawn.mapRect(-1500, 0, 2750, 100); spawn.mapRect(175, -600, 125, 700); spawn.mapRect(-1900, -600, 2200, 100); spawn.mapRect(-1900, -600, 100, 1300); //house spawn.mapRect(-175, -550, 50, 400); spawn.mapRect(-175, -15, 350, 50); spawn.mapRect(-25, -25, 100, 50); // spawn.mapRect(-175, -275, 350, 25); // spawn.mapRect(-175, -250, 25, 75); // spawn.bodyRect(-170, -175, 14, 160, 1, spawn.propsFriction); //door to starting room //exit house spawn.mapRect(300, -15, 350, 50); spawn.mapRect(300, -275, 350, 25); spawn.mapRect(625, -250, 25, 75); spawn.mapRect(425, -25, 100, 25); // spawn.mapRect(-1900, 600, 2700, 100); spawn.mapRect(1100, 0, 150, 1500); spawn.mapRect(-2850, 1400, 4100, 100); spawn.mapRect(-2375, 875, 1775, 100); spawn.mapRect(-1450, 950, 75, 346); spawn.mapRect(-1433, 662, 41, 111); spawn.bodyRect(-1418, 773, 11, 102, 1, spawn.propsFriction); //blocking path spawn.mapRect(-2950, 1250, 175, 250); spawn.mapRect(-3050, 1100, 150, 400); spawn.mapRect(-3150, 50, 125, 1450); spawn.mapRect(-2375, 600, 3175, 100); spawn.mapRect(-2125, 300, 250, 325); spawn.mapRect(-1950, -400, 100, 25); spawn.mapRect(-3150, 50, 775, 100); spawn.mapRect(-2600, -200, 775, 50); spawn.bodyRect(-1350, -200, 200, 200, 1, spawn.propsSlide); //weight spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist cons[cons.length] = Constraint.create({ pointA: { x: -1650, y: -500 }, bodyB: body[body.length - 1], stiffness: 0.0005, length: 1 }); spawn.bodyRect(400, 400, 200, 200, 1, spawn.propsSlide); //weight spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist cons[cons.length] = Constraint.create({ pointA: { x: 950, y: 100 }, bodyB: body[body.length - 1], stiffness: 0.0005, length: 1 }); spawn.bodyRect(-2775, 1150, 190, 150, 1, spawn.propsSlide); //weight spawn.bodyRect(-2575, 1150, 200, 150, 1, spawn.propsSlide); //weight spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist cons[cons.length] = Constraint.create({ pointA: { x: -2575, y: 150 }, bodyB: body[body.length - 1], stiffness: 0.0005, length: 220 }); //blocks //spawn.bodyRect(-155, -150, 10, 140, 1, spawn.propsFriction); spawn.bodyRect(-165, -150, 30, 35, 1); spawn.bodyRect(-165, -115, 30, 35, 1); spawn.bodyRect(-165, -80, 30, 35, 1); spawn.bodyRect(-165, -45, 30, 35, 1); spawn.bodyRect(-750, 400, 150, 150, 0.5); spawn.bodyRect(-200, 1175, 250, 225, 1); //block to get to top path on bottom level // spawn.bodyRect(-1450, 737, 75, 103, 0.5); //blocking path spawn.bodyRect(-2525, -50, 145, 100, 0.5); spawn.bodyRect(-2325, -300, 150, 100, 0.5); spawn.bodyRect(-1275, -750, 200, 150, 0.5); //roof block spawn.bodyRect(-525, -700, 125, 100, 0.5); //roof block //mobs spawn.randomSmallMob(-1125, 550); spawn.randomSmallMob(-2325, 800); spawn.randomSmallMob(-2950, -50); spawn.randomSmallMob(825, 300); spawn.randomSmallMob(-900, 825); spawn.randomMob(-2025, 175, 0.7); spawn.randomMob(-2325, 450, 0.7); spawn.randomMob(-2925, 675, 0.7); spawn.randomMob(-2700, 300, 0.25); spawn.randomMob(-2500, 300, 0.25); spawn.randomMob(-2075, -425, 0.25); spawn.randomMob(-1550, -725, 0.25); spawn.randomMob(375, 1100, 0.15); spawn.randomMob(-1425, -100, 0.3); spawn.randomMob(-800, -750, 0.2); spawn.randomMob(400, -350, 0); spawn.randomMob(650, 1300, 0.1); spawn.randomMob(-750, -150, 0); spawn.randomMob(475, 300, 0); spawn.randomMob(-75, -700, 0); spawn.randomMob(900, -200, -0.1); spawn.randomBoss(-125, 275, -0.1); spawn.randomBoss(-825, 1000, 0.3); spawn.randomBoss(-1300, -1100, 0.1); //spawn.randomBoss(600, -1575, 0); //spawn.randomMob(1120, -1200, 0.3); //spawn.randomSmallMob(2200, -1775); // }, highrise: function() { document.body.style.backgroundColor = "#fafcff"; mech.setPosToSpawn(0, -700); //normal spawn //mech.setPosToSpawn(-2000, -1700); // left ledge spawn level.enter.x = mech.spawnPos.x - 50; level.enter.y = mech.spawnPos.y + 20; level.exit.x = -4275; level.exit.y = -2805; this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel"); if (game.levelsCleared < 2) powerUps.spawn(-2550, -700, "gun", false); //starting gun // spawn.laserZone(-550, -350, 10, 400, 0.3) // spawn.deathQuery(-550, -350, 50, 400) // spawn.debris(-3950, -2575, 1050, 4); //20 debris per level spawn.debris(-2325, -1825, 2400, 10); //20 debris per level spawn.debris(-2625, -700, 925, 10); //20 debris per level // if (!game.levelsCleared) powerUps.spawn(2450, -1675, "gun", false); //background level.fillBG.push({ x: -4425, y: -3050, width: 425, height: 275, color: "#cff"}); //foreground level.fill.push({ x: -1650, y: -1575, width: 550, height: 425, color: "rgba(10,10,0,0.12)"}); level.fill.push({ x: -2600, y: -2400, width: 450, height: 1800, color: "rgba(10,10,0,0.12)"}); level.fill.push({ x: -3425, y: -2150, width: 525, height: 1550, color: "rgba(10,10,0,0.12)"}); level.fill.push({ x: -1850, y: -1150, width: 2025, height: 1150, color: "rgba(10,10,0,0.12)"}); //building 1 spawn.bodyRect(-1000, -675, 25, 25); spawn.mapRect(-2225, 0, 2475, 150); spawn.mapRect(175, -1000, 75, 1100); spawn.mapRect(-175, -985, 25, 175); spawn.bodyRect(-170, -810, 14, 160, 1, spawn.propsFriction); //door to starting room spawn.mapRect(-600, -650, 825, 50); spawn.mapRect(-1300, -650, 500, 50); spawn.mapRect(-175, -250, 425, 300); spawn.bodyRect(-75, -300, 50, 50); spawn.boost(-750, 0, 0, -0.01); spawn.bodyRect(-425, -1375, 400, 225); spawn.mapRect(-1125, -1575, 50, 475); spawn.bodyRect(-1475, -1275, 250, 125); spawn.bodyRect(-825, -1160, 250, 10); spawn.mapRect(-1650, -1575, 400, 50); spawn.mapRect(-600, -1150, 850, 175); spawn.mapRect(-1850, -1150, 1050, 175); spawn.bodyRect(-1907, -1600, 550, 25); spawn.bodyRect(-1400, -125, 125, 125); spawn.bodyRect(-1100, -125, 150, 125); spawn.bodyRect(-1360, -200, 75, 75); spawn.bodyRect(-1200, -75, 75, 75); //building 2 spawn.mapRect(-3450, -600, 1300, 750); spawn.mapRect(-2225, -400, 175, 550); spawn.boost(-2800, -600, 0, -0.005); spawn.mapRect(-3450, -1325, 550, 50); spawn.mapRect(-3425, -2200, 525, 50); spawn.mapRect(-2600, -1750, 450, 50); spawn.mapRect(-2600, -2450, 450, 50); spawn.bodyRect(-2275, -2700, 50, 60); spawn.bodyRect(-2600, -1975, 250, 225); spawn.bodyRect(-3415, -1425, 100, 100); spawn.bodyRect(-3400, -1525, 100, 100); spawn.bodyRect(-3305, -1425, 100, 100); //building 3 spawn.mapRect(-4450, -1750, 1025, 1900); spawn.mapRect(-3750, -2000, 175, 275); spawn.mapRect(-4000, -2425, 275, 675); // spawn.mapRect(-4450, -2650, 475, 1000); spawn.mapRect(-4450, -2775, 475, 1125); spawn.bodyRect(-3715, -2050, 50, 50); spawn.bodyRect(-3570, -1800, 50, 50); spawn.bodyRect(-2970, -2250, 50, 50); spawn.bodyRect(-3080, -2250, 40, 40); spawn.bodyRect(-3420, -650, 50, 50); //exit spawn.mapRect(-4450, -3075, 25, 300); spawn.mapRect(-4450, -3075, 450, 25); spawn.mapRect(-4025, -3075, 25, 100); spawn.mapRect(-4275, -2785, 100, 25); //mobs spawn.randomMob(-2500, -2700, 1); spawn.randomMob(-3200, -750, 1); spawn.randomMob(-1875, -775, 0.2); spawn.randomMob(-950, -1675, 0.2); spawn.randomMob(-1525, -1750, 0.2); spawn.randomMob(-1375, -1400, 0.2); spawn.randomMob(-1625, -1275, 0.2); spawn.randomMob(-1900, -1250, 0.2); spawn.randomMob(-2250, -1850, 0.2); spawn.randomMob(-2475, -2200, 0.2); spawn.randomMob(-3000, -1475, 0.2); spawn.randomMob(-3850, -2500, 0.2); spawn.randomMob(-3650, -2125, 0.2); spawn.randomMob(-4010, -3200, 0.2); spawn.randomMob(-3500, -1825, 0.2); spawn.randomMob(-975, -100, 0); spawn.randomMob(-1050, -725, 0.2); spawn.randomMob(-1525, -100, 0); spawn.randomMob(-525, -1700, -0.1); spawn.randomMob(-125, -1500, -0.1); spawn.randomMob(-325, -1900, -0.1); spawn.randomMob(-550, -100, -0.1); spawn.randomBoss(-3250, -2700, 0.2); spawn.randomBoss(-2450, -1100, 0); }, //****************************************************************************************************************** //****************************************************************************************************************** rooftops: function() { document.body.style.backgroundColor = "#eee4e4"; // this.addZone(-700, -50, 4100, 100, "death"); mech.setPosToSpawn(-450, -2050); //normal spawn //mech.setPosToSpawn(4600, -900); //normal spawn //mech.setPosToSpawn(4400, -400); //normal spawn level.enter.x = mech.spawnPos.x - 50; level.enter.y = mech.spawnPos.y + 20; level.exit.x = 3600; level.exit.y = -300; this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel"); spawn.debris(1650, -1800, 3800, 20); //20 debris per level if (game.levelsCleared < 2) powerUps.spawn(2450, -1675, "gun", false); //foreground level.fill.push({ x: -650, y: -2300, width: 450, height: 300, color: "rgba(0,0,0,0.15)" }); level.fill.push({ x: 3450, y: -1250, width: 1100, height: 1250, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 4550, y: -725, width: 900, height: 725, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 3400, y: 100, width: 2150, height: 900, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: -700, y: -1900, width: 2100, height: 2900, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 1950, y: -1550, width: 1025, height: 550, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 1600, y: -900, width: 1600, height: 1900, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 3450, y: -1550, width: 350, height: 300, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 700, y: -2225, width: 700, height: 225, color: "rgba(0,0,0,0.1)" }); //spawn.mapRect(-700, 0, 6250, 100); //ground spawn.mapRect(3400, 0, 2150, 100); //ground spawn.mapRect(-700, -2000, 2100, 100); //Top left ledge spawn.bodyRect(1350, -2125, 50, 125, 0.8); // spawn.bodyRect(1350, -2225, 50, 100, 0.8); // spawn.mapRect(-700, -2350, 50, 400); //far left starting left wall spawn.mapRect(-700, -2010, 500, 50); //far left starting ground spawn.mapRect(-700, -2350, 500, 50); //far left starting ceiling spawn.mapRect(-250, -2350, 50, 200); //far left starting right part of wall spawn.bodyRect(-240, -2150, 30, 36); //door to starting room spawn.bodyRect(-240, -2115, 30, 36); //door to starting room spawn.bodyRect(-240, -2080, 30, 35); //door to starting room spawn.bodyRect(-240, -2045, 30, 35); //door to starting room spawn.bodyRect(200, -2150, 200, 220, 0.8); // spawn.mapRect(700, -2275, 700, 50); // spawn.bodyRect(1050, -2350, 30, 30, 0.8); // spawn.boost(1800, -1000); spawn.bodyRect(1625, -1100, 100, 75); // spawn.bodyRect(1350, -1025, 400, 25); // spawn.mapRect(-700, -1000, 2100, 100); //lower left ledge spawn.bodyRect(350, -1100, 200, 100, 0.8); // spawn.bodyRect(370, -1200, 100, 100, 0.8); // spawn.bodyRect(360, -1300, 100, 100, 0.8); // spawn.bodyRect(950, -1050, 300, 50, 0.8); // spawn.bodyRect(-600, -1250, 400, 250, 0.8); // spawn.mapRect(1600, -1000, 1600, 100); //middle ledge spawn.bodyRect(2600, -1950, 100, 250, 0.8); // spawn.bodyRect(2700, -1125, 125, 125, 0.8); // spawn.bodyRect(2710, -1250, 125, 125, 0.8); // spawn.bodyRect(2705, -1350, 75, 100, 0.8); // spawn.mapRect(3450, -1600, 350, 50); // spawn.mapRect(1950, -1600, 1025, 50); // spawn.bodyRect(3100, -1015, 375, 15, 0.8); // spawn.bodyRect(3500, -850, 75, 125, 0.8); // spawn.mapRect(3400, -1000, 100, 1100); //left building wall spawn.mapRect(5450, -775, 100, 875); //right building wall spawn.bodyRect(4850, -750, 300, 25, 0.8); // spawn.bodyRect(3925, -1400, 100, 150, 0.8); // spawn.mapRect(3450, -1250, 1100, 50); // spawn.mapRect(3450, -1225, 50, 75); // spawn.mapRect(4500, -1225, 50, 350); // spawn.mapRect(3450, -725, 1450, 50); // spawn.mapRect(5100, -725, 400, 50); // spawn.mapRect(4500, -700, 50, 600); // spawn.bodyRect(4500, -100, 50, 100, 0.8); // // spawn.boost(4950, 0, 0, -0.005); spawn.spawnStairs(3800, 0, 3, 150, 206); //stairs top exit spawn.mapRect(3500, -275, 350, 275); //exit platform spawn.mapRect(3600, -285, 100, 50); //ground bump wall spawn.randomSmallMob(2200, -1775); // spawn.randomSmallMob(4000, -825); // spawn.randomSmallMob(4100, -100); spawn.randomSmallMob(4600, -100); spawn.randomSmallMob(-350, -2400); // spawn.randomMob(4250, -1350, 0.8); // spawn.randomMob(2550, -1350, 0.8); // spawn.randomMob(1225, -2400, 0.3); // spawn.randomMob(1120, -1200, 0.3); spawn.randomMob(3000, -1150, 0.2); // spawn.randomMob(3200, -1150, 0.3); // spawn.randomMob(3300, -1750, 0.3); // spawn.randomMob(3650, -1350, 0.3); // spawn.randomMob(3600, -1800, 0.1); // spawn.randomMob(5200, -100, 0.3); spawn.randomMob(5275, -900, 0.2); spawn.randomMob(3765, -450, 0.3); // spawn.randomMob(900, -2125, 0.3); // spawn.randomBoss(600, -1575, 0); spawn.randomBoss(2225, -1325, 0.4); // spawn.randomBoss(4900, -1200, 0); // //spawn.randomBoss(4850, -1250,0.7); }, //****************************************************************************************************************** //****************************************************************************************************************** towers: function() { mech.setPosToSpawn(1375, -1550); //normal spawn level.enter.x = mech.spawnPos.x - 50; level.enter.y = mech.spawnPos.y + 20; level.exit.x = 3250; level.exit.y = -530; this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel"); document.body.style.backgroundColor = "#e0e5e0"; //foreground level.fill.push({ x: -550, y: -1700, width: 1300, height: 1700, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 750, y: -1450, width: 650, height: 1450, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 750, y: -1950, width: 800, height: 450, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 3000, y: -1000, width: 650, height: 1000, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 3650, y: -1300, width: 1300, height: 1300, color: "rgba(0,0,0,0.1)" }); //background level.fillBG.push({ x: 2495, y: -500, width: 10, height: 525, color: "#ccc" }); //mech.setPosToSpawn(600, -1200); //normal spawn //mech.setPosToSpawn(525, -150); //ground first building //mech.setPosToSpawn(3150, -700); //near exit spawn spawn.debris(-300, -200, 4800, 10); //ground debris //20 debris per level spawn.debris(-300, -650, 4800, 10); //1st floor debris //20 debris per level if (game.levelsCleared < 2) powerUps.spawn(525, -700, "gun", false); spawn.mapRect(-600, 25, 5600, 300); //ground spawn.mapRect(-600, 0, 2000, 50); //ground spawn.mapRect(-600, -1700, 50, 2000 - 100); //left wall spawn.bodyRect(-295, -1540, 40, 40); //center block under wall spawn.bodyRect(-298, -1580, 40, 40); //center block under wall spawn.bodyRect(1500, -1540, 30, 30); //left of entrance spawn.mapRect(1550, -2000, 50, 550); //right wall spawn.mapRect(1350, -2000 + 505, 50, 1295); //right wall spawn.mapRect(-600, -2000 + 250, 2000 - 700, 50); //roof left spawn.mapRect(-600 + 1300, -2000, 50, 300); //right roof wall spawn.mapRect(-600 + 1300, -2000, 900, 50); //center wall map[map.length] = Bodies.polygon(425, -1700, 0, 15); //circle above door spawn.bodyRect(420, -1675, 15, 170, 1, spawn.propsDoor); // door //makes door swing consBB[consBB.length] = Constraint.create({ bodyA: body[body.length - 1], pointA: { x: 0, y: -90 }, bodyB: map[map.length - 1], stiffness: 1 }); spawn.mapRect(-600 + 300, -2000 * 0.75, 1900, 50); //3rd floor spawn.mapRect(-600 + 2000 * 0.7, -2000 * 0.74, 50, 375); //center wall spawn.bodyRect(-600 + 2000 * 0.7, -2000 * 0.5 - 106, 50, 106); //center block under wall spawn.mapRect(-600, -1000, 1100, 50); //2nd floor spawn.mapRect(600, -1000, 500, 50); //2nd floor spawn.spawnStairs(-600, -1000, 4, 250, 350); //stairs 2nd spawn.mapRect(350, -600, 350, 150); //center table spawn.mapRect(-600 + 300, -2000 * 0.25, 2000 - 300, 50); //1st floor spawn.spawnStairs(-600 + 2000 - 50, -500, 4, 250, 350, true); //stairs 1st spawn.spawnStairs(-600, 0, 4, 250, 350); //stairs ground spawn.bodyRect(700, -200, 100, 100); //center block under wall spawn.bodyRect(700, -300, 100, 100); //center block under wall spawn.bodyRect(700, -400, 100, 100); //center block under wall spawn.mapRect(1390, 13, 30, 20); //step left spawn.mapRect(2980, 13, 30, 20); //step right spawn.mapRect(3000, 0, 2000, 50); //ground spawn.bodyRect(4250, -700, 50, 100); spawn.bodyRect(3000, -200, 50, 200); //door spawn.mapRect(3000, -1000, 50, 800); //left wall spawn.mapRect(3000 + 2000 - 50, -1300, 50, 1100); //right wall spawn.mapRect(4150, -600, 350, 150); //table spawn.mapRect(3650, -1300, 50, 650); //exit wall spawn.mapRect(3650, -1300, 1350, 50); //exit wall spawn.mapRect(3000 + 250, -510, 100, 50); //ground bump wall spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof spawn.mapRect(3000, -2000 * 0.25, 2000 - 300, 50); //1st floor spawn.spawnStairs(3000 + 2000 - 50, 0, 4, 250, 350, true); //stairs ground //teatherball spawn[spawn.pickList[0]](2850, -80, 40 + game.levelsCleared * 8); cons[cons.length] = Constraint.create({ pointA: { x: 2500, y: -500 }, bodyB: mob[mob.length - 1], stiffness: 0.0004 }); spawn.randomSmallMob(3550, -550); spawn.randomSmallMob(4575, -560, 1); spawn.randomSmallMob(1315, -880, 1); spawn.randomSmallMob(800, -600); spawn.randomSmallMob(-100, -1600); spawn.randomMob(4100, -225, 0.8); spawn.randomMob(-250, -700, 0.8); spawn.randomMob(4500, -225, 0.15); spawn.randomMob(3250, -225, 0.15); spawn.randomMob(-100, -225, 0.1); spawn.randomMob(1150, -225, 0.15); spawn.randomMob(2000, -225, 0.15); spawn.randomMob(450, -225, 0.15); spawn.randomMob(100, -1200, 1); spawn.randomMob(950, -1150, -0.1); spawn.randomBoss(1800, -800, 0.4); spawn.randomBoss(4150, -1000, 0.6); }, //****************************************************************************************************************** //****************************************************************************************************************** skyscrapers: function() { mech.setPosToSpawn(-50, -50); //normal spawn //mech.setPosToSpawn(1550, -1200); //spawn left high //mech.setPosToSpawn(1800, -2000); //spawn near exit level.enter.x = mech.spawnPos.x - 50; level.enter.y = mech.spawnPos.y + 20; level.exit.x = 1500; level.exit.y = -1875; this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel"); if (game.levelsCleared < 2) powerUps.spawn(1475, -1175, "gun", false); spawn.debris(0, -2200, 4500, 20); //20 debris per level document.body.style.backgroundColor = "#dcdcde"; //foreground level.fill.push({ x: 2500, y: -1100, width: 450, height: 250, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 2400, y: -550, width: 600, height: 150, color: "rgba(0,0,0,0.1)" }); level.fill.push({ x: 2550, y: -1650, width: 250, height: 200, color: "rgba(0,0,0,0.1)" }); //level.fill.push({ x: 1350, y: -2100, width: 400, height: 250, color: "rgba(0,255,255,0.1)" }); level.fill.push({ x: 700, y: -110, width: 400, height: 110, color: "rgba(0,0,0,0.2)" }); level.fill.push({ x: 3600, y: -110, width: 400, height: 110, color: "rgba(0,0,0,0.2)" }); level.fill.push({ x: -250, y: -300, width: 450, height: 300, color: "rgba(0,0,0,0.15)" }); //background level.fillBG.push({ x: 1300, y: -1800, width: 750, height: 1800, color: "#d4d4d7" }); level.fillBG.push({ x: 3350, y: -1325, width: 50, height: 1325, color: "#d4d4d7" }); level.fillBG.push({ x: 1350, y: -2100, width: 400, height: 250, color: "#d4f4f4" }); spawn.mapRect(-300, 0, 5000, 300); //***********ground spawn.mapRect(-300, -350, 50, 400); //far left starting left wall spawn.mapRect(-300, -10, 500, 50); //far left starting ground spawn.mapRect(-300, -350, 500, 50); //far left starting ceiling spawn.mapRect(150, -350, 50, 200); //far left starting right part of wall spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room spawn.boost(475, 0, 0.0005, -0.007); spawn.mapRect(700, -1100, 400, 990); //far left building spawn.mapRect(1600, -400, 1500, 500); //long center building spawn.mapRect(1345, -1100, 250, 25); //left platform spawn.mapRect(1755, -1100, 250, 25); //right platform spawn.mapRect(1300, -1850, 750, 50); //left higher platform spawn.mapRect(1300, -2150, 50, 350); //left higher platform left edge wall spawn.mapRect(1300, -2150, 450, 50); //left higher platform roof spawn.mapRect(1500, -1860, 100, 50); //ground bump wall spawn.mapRect(2400, -850, 600, 300); //center floating large square //spawn.bodyRect(2500, -1100, 25, 250); //wall before chasers spawn.mapRect(2500, -1450, 450, 350); //higher center floating large square spawn.mapRect(2500, -1700, 50, 300); //left wall on higher center floating large square spawn.mapRect(2500, -1700, 300, 50); //roof on higher center floating large square spawn.mapRect(3300, -850, 150, 25); //ledge by far right building spawn.mapRect(3300, -1350, 150, 25); //higher ledge by far right building spawn.mapRect(3600, -1100, 400, 990); //far right building spawn.boost(4150, 0, -0.0005, -0.007); spawn.bodyRect(3200, -1375, 300, 25, 0.9); spawn.bodyRect(1825, -1875, 400, 25, 0.9); // spawn.bodyRect(1800, -575, 250, 150, 0.8); spawn.bodyRect(1800, -600, 250, 200, 0.8); spawn.bodyRect(2557, -450, 35, 55, 0.7); spawn.bodyRect(2957, -450, 30, 15, 0.7); spawn.bodyRect(2900, -450, 60, 45, 0.7); spawn.bodyRect(1915, -1200, 60, 100, 0.8); spawn.bodyRect(1925, -1300, 50, 100, 0.8); if (Math.random() < 0.9) { spawn.bodyRect(2300, -1720, 400, 20); spawn.bodyRect(2590, -1780, 80, 80); } spawn.bodyRect(2925, -1100, 25, 250, 0.8); spawn.bodyRect(3325, -1550, 50, 200, 0.3); if (Math.random() < 0.8) { spawn.bodyRect(1400, -75, 200, 75); //block to get up ledge from ground spawn.bodyRect(1525, -125, 50, 50); //block to get up ledge from ground } spawn.bodyRect(1025, -1110, 400, 10, 0.9); //block on far left building spawn.bodyRect(1550, -1110, 250, 10, 0.9); //block on far left building spawn.randomSmallMob(1300, -70); spawn.randomSmallMob(3200, -100); spawn.randomSmallMob(4450, -100); spawn.randomSmallMob(2700, -475); spawn.randomMob(2650, -975, 0.8); spawn.randomMob(2650, -1550, 0.8); spawn.randomMob(4150, -200, 0.15); spawn.randomMob(1700, -1300, 0.2); spawn.randomMob(1850, -1950, 0.25); spawn.randomMob(2610, -1880, 0.25); spawn.randomMob(3350, -950, 0.25); spawn.randomMob(1690, -2250, 0.25); spawn.randomMob(2200, -600, 0.2); spawn.randomMob(900, -1300, 0.25); spawn.randomMob(-100, -900, -0.2); spawn.randomBoss(3700, -1500, 0.4); spawn.randomBoss(1700, -900, 0.4); }, //***************************************************************************************************************** //***************************************************************************************************************** enter: { x: 0, y: 0, draw: function() { ctx.beginPath(); ctx.moveTo(this.x, this.y + 30); ctx.lineTo(this.x, this.y - 80); ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80); ctx.lineTo(this.x + 100, this.y + 30); ctx.lineTo(this.x, this.y + 30); ctx.fillStyle = "#ccc"; ctx.fill(); } }, exit: { x: 0, y: 0, draw: function() { ctx.beginPath(); ctx.moveTo(this.x, this.y + 30); ctx.lineTo(this.x, this.y - 80); ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80); ctx.lineTo(this.x + 100, this.y + 30); ctx.lineTo(this.x, this.y + 30); ctx.fillStyle = "#0ff"; ctx.fill(); } }, fillBG: [], drawFillBGs: function() { for (let i = 0, len = level.fillBG.length; i < len; ++i) { const f = level.fillBG[i]; ctx.fillStyle = f.color; ctx.fillRect(f.x, f.y, f.width, f.height); } }, fill: [], drawFills: function() { for (let i = 0, len = level.fill.length; i < len; ++i) { const f = level.fill[i]; ctx.fillStyle = f.color; ctx.fillRect(f.x, f.y, f.width, f.height); } }, zones: [], //zone do actions when player is in a region // to effect everything use a query checkZones: function() { for (let i = 0, len = this.zones.length; i < len; ++i) { if ( player.position.x > this.zones[i].x1 && player.position.x < this.zones[i].x2 && player.position.y > this.zones[i].y1 && player.position.y < this.zones[i].y2 ) { this.zoneActions[this.zones[i].action](i); break; } } }, addZone: function(x, y, width, height, action, info) { this.zones[this.zones.length] = { x1: x, y1: y - 150, x2: x + width, y2: y + height - 70, //-70 to adjust for player height action: action, info: info }; }, zoneActions: { fling: function(i) { Matter.Body.setVelocity(player, { x: level.zones[i].info.Vx, y: level.zones[i].info.Vy }); }, nextLevel: function() { level.onLevel++; if (level.onLevel > level.levels.length - 1) level.onLevel = 0; game.dmgScale += 0.2; //damage done by mobs increases each level b.dmgScale *= 0.85; //damage done by player decreases each level game.levelsCleared++; game.clearNow = true; }, death: function() { mech.death(); }, laser: function(i) { //draw these in game with spawn.background mech.damage(level.zones[i].info.dmg); }, slow: function() { Matter.Body.setVelocity(player, { //reduce player velocity every cycle until not true x: player.velocity.x * 0.5, y: player.velocity.y * 0.5 }); } }, queryList: [], //queries do actions on many objects in regions checkQuery: function() { let bounds, action, info; function isInZone(targetArray) { let results = Matter.Query.region(targetArray, bounds); for (let i = 0, len = results.length; i < len; ++i) { level.queryActions[action](results[i], info); } } for (let i = 0, len = level.queryList.length; i < len; ++i) { bounds = level.queryList[i].bounds; action = level.queryList[i].action; info = level.queryList[i].info; for (let j = 0, l = level.queryList[i].groups.length; j < l; ++j) { isInZone(level.queryList[i].groups[j]); } } }, //oddly query regions can't get smaller than 50 width? addQueryRegion: function(x, y, width, height, action, groups = [[player], body, mob, powerUp, bullet], info) { this.queryList[this.queryList.length] = { bounds: { min: { x: x, y: y }, max: { x: x + width, y: y + height } }, action: action, groups: groups, info: info }; }, queryActions: { bounce: function(target, info) { //jerky fling upwards Matter.Body.setVelocity(target, { x: info.Vx + (Math.random() - 0.5) * 6, y: info.Vy }); target.torque = (Math.random() - 0.5) * 2 * target.mass; }, force: function(target, info) { if (target.velocity.y < 0) { //gently force up if already on the way up target.force.x += info.Vx * target.mass; target.force.y += info.Vy * target.mass; } else { target.force.y -= 0.0007 * target.mass; //gently fall in on the way down } }, antiGrav: function(target) { target.force.y -= 0.0011 * target.mass; }, death: function(target){ target.death() } }, levelAnnounce: function() { let text = "level " + (game.levelsCleared + 1) + " " + level.levels[level.onLevel]; document.title = text; // text = text + " with population: "; // for (let i = 0, len = spawn.pickList.length; i < len; ++i) { // if (spawn.pickList[i] != spawn.pickList[i - 1]) { // text += spawn.pickList[i] + ", "; // } // } // this.speech(text); // game.makeTextLog(text, 360); }, addToWorld: function(mapName) { //needs to be run to put bodies into the world for (let i = 0; i < body.length; i++) { //body[i].collisionFilter.group = 0; body[i].collisionFilter.category = 0x0000001; body[i].collisionFilter.mask = 0x111101; body[i].classType = "body"; World.add(engine.world, body[i]); //add to world } for (let i = 0; i < map.length; i++) { //map[i].collisionFilter.group = 0; map[i].collisionFilter.category = 0x000001; map[i].collisionFilter.mask = 0x111111; Matter.Body.setStatic(map[i], true); //make static World.add(engine.world, map[i]); //add to world } for (let i = 0; i < cons.length; i++) { World.add(engine.world, cons[i]); } for (let i = 0; i < consBB.length; i++) { World.add(engine.world, consBB[i]); } } };