Files
n-gon-improved/js/level.js
landgreen 1056a77572 bug fix
2021-03-09 04:05:40 -08:00

4628 lines
184 KiB
JavaScript

let body = []; //non static bodies
let map = []; //all static bodies
let cons = []; //all constraints between a point and a body
let consBB = []; //all constraints between two bodies
let composite = [] //rotors and other map elements that don't fit
const level = {
defaultZoom: 1400,
onLevel: -1,
levelsCleared: 0,
playableLevels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
levels: [],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(25)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("nano-scale manufacturing")
// b.giveGuns("laser")
// tech.isExplodeRadio = true
// for (let i = 0; i < 1; i++) tech.giveTech("dynamo-bot")
// tech.giveTech("supercritical fission")
// tech.giveTech("micro-extruder")
// tech.giveTech("causality bombs")
// tech.giveTech("cardinality")
// tech.giveTech("Bayesian statistics")
// tech.isExplodeRadio = true;
// tech.isMineSentry = true
// for (let i = 0; i < 60; i++) tech.giveTech("rivet diameter")
// tech.giveTech("missile-bot")
// for (let i = 0; i < 5; i++)
// tech.giveTech("nail-bot")
// for (let i = 0; i < 54; i++) tech.giveTech("foam-bot")
// for (let i = 0; i < 15; i++) tech.giveTech("plasma jet")
// tech.isBlockPowerUps = true;
// m.shipMode()
// tech.isBotSwap = true;
level.intro(); //starting level
// level.testing(); //not in rotation
// level.final() //final boss level
// level.gauntlet(); //before final boss level
// level.testChamber() //less mobs, more puzzle
// level.sewers();
// level.satellite();
// level.skyscrapers();
// level.aerie();
// level.rooftops();
// level.warehouse();
// level.highrise();
// level.office();
// level.gauntlet(); //only fighting, very simple map
// level.house() //fan level
// level.detours() //fan level
// level.basement(); //fan level
// level.stronghold() //fan level
// powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "tech");
// tech.giveTech("undefined")
// lore.techCount = 7
// localSettings.loreCount = 1;
// simulation.isCheating = false //true;
// localSettings.loreCount = 1;
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.null()
} else {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
// spawn.pickList = ["focuser", "focuser"]
level[level.levels[level.onLevel]](); //picks the current map from the the levels array
if (!simulation.isCheating) {
localSettings.runCount += level.levelsCleared //track the number of total runs locally
localSettings.levelsClearedLastGame = level.levelsCleared
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
}
level.levelAnnounce();
simulation.noCameraScroll();
simulation.setZoom();
level.addToWorld(); //add bodies to game engine
simulation.draw.setPaths();
b.respawnBots();
m.resetHistory();
if (tech.isArmorFromPowerUps) {
tech.armorFromPowerUps += Math.min(0.03 * powerUps.totalPowerUps, 0.51)
m.setMaxHealth();
}
if (tech.isGunCycle) {
b.inventoryGun++;
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
simulation.switchGun();
}
if (tech.isSwitchReality) {
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
m.switchWorlds()
simulation.trails()
for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
}
if (tech.isHealLowHealth) {
const len = Math.floor((m.maxHealth - m.health) / 0.5)
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
}
// if (tech.isPerpetualReroll) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "research", false);
// if (tech.isPerpetualAmmo) {
// for (let i = 0; i < 3; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "ammo", false);
// }
// if (tech.isPerpetualHeal) {
// for (let i = 0; i < 3; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
// }
// if (tech.isPerpetualStun) {
// for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
// }
if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
tech.isFlipFlopOn = true
simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
}
},
custom() {},
customTopLayer() {},
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
simulation.difficulty++
b.dmgScale *= 0.94; //damage done by player decreases each level
if (simulation.accelScale < 5) simulation.accelScale *= 1.02 //mob acceleration increases each level
if (simulation.lookFreqScale > 0.2) simulation.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
if (simulation.CDScale > 0.2) simulation.CDScale *= 0.97 //mob CD time decreases each level
}
simulation.dmgScale = 0.36 * simulation.difficulty //damage done by mobs increases each level
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
for (let i = 0; i < num; i++) {
simulation.difficulty--
b.dmgScale /= 0.94; //damage done by player decreases each level
if (simulation.accelScale > 0.2) simulation.accelScale /= 1.02 //mob acceleration increases each level
if (simulation.lookFreqScale < 5) simulation.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
if (simulation.CDScale < 5) simulation.CDScale /= 0.97 //mob CD time decreases each level
}
if (simulation.difficulty < 1) simulation.difficulty = 0;
simulation.dmgScale = 0.36 * simulation.difficulty //damage done by mobs increases each level
if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
},
difficultyText() {
if (simulation.difficultyMode === 1) {
return "easy"
} else if (simulation.difficultyMode === 2) {
return "normal"
} else if (simulation.difficultyMode === 4) {
return "hard"
} else if (simulation.difficultyMode === 6) {
return "why"
}
},
levelAnnounce() {
if (level.levelsCleared === 0) {
document.title = "n-gon: (" + level.difficultyText() + ")";
} else {
document.title = (simulation.isCheating ? "∅ " : "n-gon:") + (level.levelsCleared) + " " + level.levels[level.onLevel] + " (" + level.difficultyText() + ")";
simulation.makeTextLog(`<span class='color-var'>level</span>.onLevel <span class='color-symbol'>=</span> "<span class='color-text'>${level.levels[level.onLevel]}</span>"`);
}
// simulation.makeTextLog(`
// input.key.up = ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
// <br>input.key.left = ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
// <br>input.key.down = ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
// <br>input.key.right = ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
// <br>
// <br><span class='color-var'>m</span>.fieldMode = "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
// <br>input.key.field = ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
// <br><span class='color-var'>m</span>.field.description = "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
// `, 1200);
},
nextLevel() {
level.levelsCleared++;
// level.difficultyIncrease(simulation.difficultyMode) //increase difficulty based on modes
//difficulty is increased 5 times when finalBoss dies
// const len = level.levelsCleared / level.levels.length //add 1 extra difficulty step for each time you have cleared all the levels
// for (let i = 0; i < len; i++)
level.difficultyIncrease(simulation.difficultyMode)
level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
//reset lost tech display
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isLost) tech.tech[i].isLost = false;
}
tech.isDeathAvoidedThisLevel = false;
simulation.updateTechHUD();
simulation.clearNow = true; //triggers in simulation.clearMap to remove all physics bodies and setup for new map
},
playerExitCheck() {
if (
player.position.x > level.exit.x &&
player.position.x < level.exit.x + 100 &&
player.position.y > level.exit.y - 150 &&
player.position.y < level.exit.y - 40 &&
player.velocity.y < 0.1
) {
level.nextLevel()
}
},
setPosToSpawn(xPos, yPos) {
m.spawnPos.x = m.pos.x = xPos;
m.spawnPos.y = m.pos.y = yPos;
level.enter.x = m.spawnPos.x - 50;
level.enter.y = m.spawnPos.y + 20;
m.transX = m.transSmoothX = canvas.width2 - m.pos.x;
m.transY = m.transSmoothY = canvas.height2 - m.pos.y;
m.Vx = m.spawnVel.x;
m.Vy = m.spawnVel.y;
player.force.x = 0;
player.force.y = 0;
Matter.Body.setPosition(player, m.spawnPos);
Matter.Body.setVelocity(player, m.spawnVel);
},
enter: {
x: 0,
y: 0,
draw() {
ctx.beginPath();
ctx.moveTo(level.enter.x, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y - 80);
ctx.bezierCurveTo(level.enter.x, level.enter.y - 170, level.enter.x + 100, level.enter.y - 170, level.enter.x + 100, level.enter.y - 80);
ctx.lineTo(level.enter.x + 100, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y + 30);
ctx.fillStyle = "#ccc";
ctx.fill();
}
},
exit: {
x: 0,
y: 0,
draw() {
ctx.beginPath();
ctx.moveTo(level.exit.x, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y - 80);
ctx.bezierCurveTo(level.exit.x, level.exit.y - 170, level.exit.x + 100, level.exit.y - 170, level.exit.x + 100, level.exit.y - 80);
ctx.lineTo(level.exit.x + 100, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y + 30);
ctx.fillStyle = "#0ff";
ctx.fill();
}
},
fillBG: [],
drawFillBGs() {
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() {
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);
}
},
queryList: [], //queries do actions on many objects in regions
checkQuery() {
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(x, y, width, height, action, groups = [
[player], body, mob, powerUp, bullet
], info) {
level.queryList[level.queryList.length] = {
bounds: {
min: {
x: x,
y: y
},
max: {
x: x + width,
y: y + height
}
},
action: action,
groups: groups,
info: info
};
},
queryActions: {
bounce(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;
},
boost(target, yVelocity) {
m.buttonCD_jump = 0; // reset short jump counter to prevent short jumps on boosts
m.hardLandCD = 0 // disable hard landing
if (target.velocity.y > 30) {
Matter.Body.setVelocity(target, {
x: target.velocity.x + (Math.random() - 0.5) * 2,
y: -15 //gentle bounce if coming down super fast
});
} else {
Matter.Body.setVelocity(target, {
x: target.velocity.x + (Math.random() - 0.5) * 2,
y: yVelocity
});
}
},
force(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(target) {
target.force.y -= 0.0011 * target.mass;
},
death(target) {
target.death();
}
},
addToWorld() { //needs to be run to put bodies into the world
for (let i = 0; i < body.length; i++) {
//body[i].collisionFilter.group = 0;
if (body[i] !== m.holdingTarget) {
body[i].collisionFilter.category = cat.body;
body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
}
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 = cat.map;
map[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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]);
// }
},
spinner(x, y, width, height, density = 0.001) {
x = x + width / 2
y = y + height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNotHoldable: true,
frictionAir: 0.001,
friction: 1,
frictionStatic: 1,
restitution: 0,
});
Matter.Body.setDensity(who, density)
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
x: x,
y: y
},
bodyB: who,
stiffness: 1,
damping: 1
});
World.add(engine.world, constraint);
return constraint
},
platform(x, y, width, height, speed = 0, density = 0.001) {
x = x + width / 2
y = y + height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
restitution: 0,
});
Matter.Body.setDensity(who, density)
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
x: x,
y: y
},
bodyB: who,
stiffness: 0.1,
damping: 0.3
});
World.add(engine.world, constraint);
constraint.plat = {
position: who.position,
speed: speed,
}
constraint.pauseUntilCycle = 0 //to to pause platform at top and bottom
return constraint
},
rotor(x, y, rotate = 0, radius = 800, width = 40, density = 0.0005) {
const rotor1 = Matter.Bodies.rectangle(x, y, width, radius, {
density: density,
isNotHoldable: true
});
const rotor2 = Matter.Bodies.rectangle(x, y, width, radius, {
angle: Math.PI / 2,
density: density,
isNotHoldable: true
});
rotor = Body.create({ //combine rotor1 and rotor2
parts: [rotor1, rotor2],
restitution: 0,
collisionFilter: {
category: cat.body,
mask: cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.powerUp | cat.player | cat.bullet
},
});
Matter.Body.setPosition(rotor, {
x: x,
y: y
});
World.add(engine.world, [rotor]);
body[body.length] = rotor1
body[body.length] = rotor2
setTimeout(function() {
rotor.collisionFilter.category = cat.body;
rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
}, 1000);
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
x: x,
y: y
},
bodyB: rotor
});
World.add(engine.world, constraint);
if (rotate) {
rotor.rotate = function() {
if (!m.isBodiesAsleep) {
Matter.Body.applyForce(rotor, {
x: rotor.position.x + 100,
y: rotor.position.y + 100
}, {
x: rotate * rotor.mass,
y: 0
})
} else {
Matter.Body.setAngularVelocity(rotor, 0);
}
}
}
composite[composite.length] = rotor
return rotor
},
button(x, y, width = 126) {
spawn.mapVertex(x + 65, y + 2, "100 10 -100 10 -70 -10 70 -10");
map[map.length - 1].restitution = 0;
map[map.length - 1].friction = 1;
map[map.length - 1].frictionStatic = 1;
// const buttonSensor = Bodies.rectangle(x + 35, y - 1, 70, 20, {
// isSensor: true
// });
return {
isUp: false,
min: {
x: x + 2,
y: y - 11
},
max: {
x: x + width,
y: y - 10
},
width: width,
height: 20,
query() {
if (Matter.Query.region(body, this).length === 0 && Matter.Query.region([player], this).length === 0) {
this.isUp = true;
} else {
// if (this.isUp === true) {
// const list = Matter.Query.region(body, this)
// console.log(list)
// if (list.length > 0) {
// Matter.Body.setPosition(list[0], {
// x: this.min.x + width / 2,
// y: list[0].position.y
// })
// Matter.Body.setVelocity(list[0], {
// x: 0,
// y: 0
// });
// }
// }
this.isUp = false;
}
},
draw() {
ctx.fillStyle = "hsl(0, 100%, 70%)"
if (this.isUp) {
ctx.fillRect(this.min.x, this.min.y - 10, this.width, 20)
} else {
ctx.fillRect(this.min.x, this.min.y - 3, this.width, 25)
}
//draw sensor zone
// ctx.beginPath();
// sensor = buttonSensor.vertices;
// ctx.moveTo(sensor[0].x, sensor[0].y);
// for (let i = 1; i < sensor.length; ++i) {
// ctx.lineTo(sensor[i].x, sensor[i].y);
// }
// ctx.lineTo(sensor[0].x, sensor[0].y);
// ctx.fillStyle = "rgba(255, 255, 0, 0.3)";
// ctx.fill();
}
}
},
door(x, y, width, height, distance) {
x = x + width / 2
y = y + height / 2
const doorBlock = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
restitution: 0,
isOpen: false,
openClose() {
if (!m.isBodiesAsleep) {
if (!this.isOpen) {
if (this.position.y > y - distance) { //try to open
const position = {
x: this.position.x,
y: this.position.y - 1
}
Matter.Body.setPosition(this, position)
}
} else {
if (this.position.y < y) { //try to close
if (
Matter.Query.collides(this, [player]).length === 0 &&
Matter.Query.collides(this, body).length < 2 &&
Matter.Query.collides(this, mob).length === 0
) {
const position = {
x: this.position.x,
y: this.position.y + 1
}
Matter.Body.setPosition(this, position)
}
}
}
}
},
draw() {
ctx.fillStyle = "#555"
ctx.beginPath();
const v = this.vertices;
ctx.moveTo(v[0].x, v[0].y);
for (let i = 1; i < v.length; ++i) {
ctx.lineTo(v[i].x, v[i].y);
}
ctx.lineTo(v[0].x, v[0].y);
ctx.fill();
}
});
Matter.Body.setStatic(doorBlock, true); //make static
return doorBlock
},
portal(centerA, angleA, centerB, angleB) {
const width = 50
const height = 150
const mapWidth = 200
const unitA = Matter.Vector.rotate({
x: 1,
y: 0
}, angleA)
const unitB = Matter.Vector.rotate({
x: 1,
y: 0
}, angleB)
draw = function() {
ctx.beginPath(); //portal
let v = this.vertices;
ctx.moveTo(v[0].x, v[0].y);
for (let i = 1; i < v.length; ++i) {
ctx.lineTo(v[i].x, v[i].y);
}
ctx.fillStyle = this.color
ctx.fill();
}
query = function() {
if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
if (player.isInPortal === this) player.isInPortal = null
} else if (player.isInPortal !== this) { //touching player
if (m.buttonCD_jump === m.cycle) player.force.y = 0 // undo a jump right before entering the portal
m.buttonCD_jump = 0 //disable short jumps when letting go of jump key
player.isInPortal = this.portalPair
//teleport
if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
Matter.Body.setPosition(player, this.portalPair.portal.position);
} else { //if at some odd angle
Matter.Body.setPosition(player, this.portalPair.position);
}
//rotate velocity
let mag
if (this.portalPair.angle !== 0 && this.portalPair.angle !== Math.PI) { //portal that fires the player up
mag = Math.max(10, Math.min(50, player.velocity.y * 0.8)) + 11
} else {
mag = Math.max(6, Math.min(50, Vector.magnitude(player.velocity)))
}
let v = Vector.mult(this.portalPair.unit, mag)
Matter.Body.setVelocity(player, v);
// move bots to player
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {
// Matter.Body.setPosition(bullet[i], this.portalPair.portal.position);
Matter.Body.setPosition(bullet[i], Vector.add(this.portalPair.portal.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], {
x: 0,
y: 0
});
}
}
}
// if (body.length) {
for (let i = 0, len = body.length; i < len; i++) {
if (body[i] !== m.holdingTarget) {
// body[i].bounds.max.x - body[i].bounds.min.x < 100 && body[i].bounds.max.y - body[i].bounds.min.y < 100
if (Matter.Query.collides(this, [body[i]]).length === 0) {
if (body[i].isInPortal === this) body[i].isInPortal = null
} else if (body[i].isInPortal !== this) { //touching this portal, but for the first time
body[i].isInPortal = this.portalPair
//teleport
if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
Matter.Body.setPosition(body[i], this.portalPair.portal.position);
} else { //if at some odd angle
Matter.Body.setPosition(body[i], this.portalPair.position);
}
//rotate velocity
let mag
if (this.portalPair.angle !== 0 && this.portalPair.angle !== Math.PI) { //portal that fires the player up
mag = Math.max(10, Math.min(50, body[i].velocity.y * 0.8)) + 11
} else {
mag = Math.max(6, Math.min(50, Vector.magnitude(body[i].velocity)))
}
let v = Vector.mult(this.portalPair.unit, mag)
Matter.Body.setVelocity(body[i], v);
}
// else if (body[i].speed < 0.1) { //touching this portal and very slow
// Matter.World.remove(engine.world, body[i]);
// body.splice(i, 1);
// break
// }
}
}
// }
//remove block if touching
// if (body.length) {
// touching = Matter.Query.collides(this, body)
// for (let i = 0; i < touching.length; i++) {
// if (touching[i].bodyB !== m.holdingTarget) {
// for (let j = 0, len = body.length; j < len; j++) {
// if (body[j] === touching[i].bodyB) {
// body.splice(j, 1);
// len--
// Matter.World.remove(engine.world, touching[i].bodyB);
// break;
// }
// }
// }
// }
// }
// if (touching.length !== 0 && touching[0].bodyB !== m.holdingTarget) {
// if (body.length) {
// for (let i = 0; i < body.length; i++) {
// if (body[i] === touching[0].bodyB) {
// body.splice(i, 1);
// break;
// }
// }
// }
// Matter.World.remove(engine.world, touching[0].bodyB);
// }
}
const portalA = composite[composite.length] = Bodies.rectangle(centerA.x, centerA.y, width, height, {
isSensor: true,
angle: angleA,
color: "hsla(197, 100%, 50%,0.7)",
draw: draw,
});
const portalB = composite[composite.length] = Bodies.rectangle(centerB.x, centerB.y, width, height, {
isSensor: true,
angle: angleB,
color: "hsla(29, 100%, 50%, 0.7)",
draw: draw
});
const mapA = composite[composite.length] = Bodies.rectangle(centerA.x - 0.5 * unitA.x * mapWidth, centerA.y - 0.5 * unitA.y * mapWidth, mapWidth, height + 10, {
collisionFilter: {
category: cat.map,
mask: cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
unit: unitA,
angle: angleA,
color: simulation.draw.mapFill,
draw: draw,
query: query,
lastPortalCycle: 0
});
Matter.Body.setStatic(mapA, true); //make static
World.add(engine.world, mapA); //add to world
const mapB = composite[composite.length] = Bodies.rectangle(centerB.x - 0.5 * unitB.x * mapWidth, centerB.y - 0.5 * unitB.y * mapWidth, mapWidth, height + 10, {
collisionFilter: {
category: cat.map,
mask: cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
unit: unitB,
angle: angleB,
color: simulation.draw.mapFill,
draw: draw,
query: query,
lastPortalCycle: 0,
});
Matter.Body.setStatic(mapB, true); //make static
World.add(engine.world, mapB); //add to world
mapA.portal = portalA
mapB.portal = portalB
mapA.portalPair = mapB
mapB.portalPair = mapA
return [portalA, portalB, mapA, mapB]
},
hazard(x, y, width, height, damage = 0.003, color = "hsla(160, 100%, 35%,0.75)", isOptical = false) {
return {
min: {
x: x,
y: y
},
max: {
x: x + width,
y: y + height
},
width: width,
height: height,
maxHeight: height,
isOn: true,
query() {
if (this.isOn && this.height > 0 && Matter.Query.region([player], this).length && !(m.isCloak && isOptical)) {
const drain = 0.003 + m.fieldRegen
if (m.energy > drain) {
m.energy -= drain
} else {
if (damage < 0.02) {
m.damage(damage)
} else if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles;
m.damage(damage)
simulation.drawList.push({ //add dmg to draw queue
x: player.position.x,
y: player.position.y,
radius: damage * 1500,
color: simulation.mobDmgColor,
time: 20
});
}
}
//float
if (!isOptical) {
if (player.velocity.y > 3) player.force.y -= 0.96 * player.mass * simulation.g
const slowY = (player.velocity.y > 0) ? Math.max(0.3, 1 - 0.0015 * player.velocity.y * player.velocity.y) : Math.max(0.98, 1 - 0.001 * Math.abs(player.velocity.y)) //down : up
Matter.Body.setVelocity(player, {
x: Math.max(0.6, 1 - 0.07 * Math.abs(player.velocity.x)) * player.velocity.x,
y: slowY * player.velocity.y
});
}
}
//float power ups
if (!isOptical) {
powerUpCollide = Matter.Query.region(powerUp, this)
for (let i = 0, len = powerUpCollide.length; i < len; i++) {
const diameter = 2 * powerUpCollide[i].size
const buoyancy = 1 - 0.2 * Math.max(0, Math.min(diameter, this.min.y - powerUpCollide[i].position.y + powerUpCollide[i].size)) / diameter
powerUpCollide[i].force.y -= buoyancy * 1.1 * powerUpCollide[i].mass * simulation.g;
Matter.Body.setVelocity(powerUpCollide[i], {
x: powerUpCollide[i].velocity.x,
y: 0.95 * powerUpCollide[i].velocity.y
});
}
}
},
draw() {
if (this.isOn) {
ctx.fillStyle = color
ctx.fillRect(this.min.x, this.min.y, this.width, this.height)
}
},
drawTides() {
if (this.isOn) {
ctx.fillStyle = color
const offset = 10 * Math.sin(simulation.cycle * 0.015)
ctx.fillRect(this.min.x, this.min.y + offset, this.width, this.height - offset)
}
},
level(isFill) {
if (!m.isBodiesAsleep) {
const growSpeed = 1
if (isFill) {
if (this.height < this.maxHeight) {
this.height += growSpeed
this.min.y -= growSpeed
this.max.y = this.min.y + this.height
}
} else if (this.height > 0) {
this.height -= growSpeed
this.min.y += growSpeed
this.max.y = this.min.y + this.height
}
}
}
}
},
chain(x, y, angle = 0, isAttached = true, len = 15, radius = 20, stiffness = 1, damping = 1) {
const gap = 2 * radius
const unit = {
x: Math.cos(angle),
y: Math.sin(angle)
}
for (let i = 0; i < len; i++) {
body[body.length] = Bodies.polygon(x + gap * unit.x * i, y + gap * unit.y * i, 12, radius, {
inertia: Infinity,
isNotHoldable: true
});
}
for (let i = 1; i < len; i++) { //attach blocks to each other
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - i],
bodyB: body[body.length - i - 1],
stiffness: stiffness,
damping: damping
});
World.add(engine.world, consBB[consBB.length - 1]);
}
cons[cons.length] = Constraint.create({ //pin first block to a point in space
pointA: {
x: x,
y: y
},
bodyB: body[body.length - len],
stiffness: 1,
damping: damping
});
World.add(engine.world, cons[cons.length - 1]);
if (isAttached) {
cons[cons.length] = Constraint.create({ //pin last block to a point in space
pointA: {
x: x + gap * unit.x * (len - 1),
y: y + gap * unit.y * (len - 1)
},
bodyB: body[body.length - 1],
stiffness: 1,
damping: damping
});
World.add(engine.world, cons[cons.length - 1]);
}
},
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
null() {
level.levels.pop(); //remove lore level from rotation
//start a conversation based on the number of conversations seen
if (!simulation.isCheating && localSettings.loreCount < lore.conversation.length) lore.conversation[localSettings.loreCount]()
const hazardSlime = level.hazard(-1800, 150, 3600, 650, 0.004, "hsla(160, 100%, 35%,0.75)")
const circle = {
x: 0,
y: -500,
radius: 50
}
level.custom = () => {
// level.playerExitCheck();
hazardSlime.query();
//draw wide line
ctx.beginPath();
ctx.moveTo(circle.x, -800)
ctx.lineTo(circle.x, circle.y)
ctx.lineWidth = 40;
ctx.strokeStyle = lore.talkingColor //"#d5dddd" //"#bcc";
ctx.globalAlpha = 0.03;
ctx.stroke();
ctx.globalAlpha = 1;
//draw circles
ctx.beginPath();
ctx.arc(circle.x, circle.y, circle.radius, 0, 2 * Math.PI);
ctx.fillStyle = "#bcc"
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = "#abb";
ctx.stroke();
ctx.beginPath();
ctx.arc(circle.x, circle.y, circle.radius / 8, 0, 2 * Math.PI);
ctx.fillStyle = lore.talkingColor //"#dff"
ctx.fill();
// ctx.stroke();
};
let sway = {
x: 0,
y: 0
}
let phase = -Math.PI / 2
level.customTopLayer = () => {
hazardSlime.drawTides();
//draw center circle lines
ctx.beginPath();
const step = Math.PI / 20
const horizontalStep = 85
if (simulation.isCheating) phase += 0.01 //(m.pos.x - circle.x) * 0.0005 //0.05 * Math.sin(simulation.cycle * 0.030)
// const sway = 5 * Math.cos(simulation.cycle * 0.007)
sway.x = sway.x * 0.995 + 0.005 * (m.pos.x - circle.x) * 0.05 //+ 0.04 * Math.cos(simulation.cycle * 0.01)
sway.y = 2.5 * Math.sin(simulation.cycle * 0.015)
for (let i = -19.5; i < 20; i++) {
const where = {
x: circle.x + circle.radius * Math.cos(i * step + phase),
y: circle.y + circle.radius * Math.sin(i * step + phase)
}
ctx.moveTo(where.x, where.y);
ctx.bezierCurveTo(sway.x * Math.abs(i) + where.x, where.y + 25 * Math.abs(i) + 60 + sway.y * Math.sqrt(Math.abs(i)),
sway.x * Math.abs(i) + where.x + horizontalStep * i, where.y + 25 * Math.abs(i) + 60 + sway.y * Math.sqrt(Math.abs(i)),
horizontalStep * i, -800);
}
ctx.lineWidth = 0.5;
ctx.strokeStyle = "#899";
ctx.stroke();
//draw wires
// ctx.beginPath();
// ctx.moveTo(-500, -800);
// ctx.quadraticCurveTo(-800, -100, -1800, -375);
// ctx.moveTo(-600, -800);
// ctx.quadraticCurveTo(-800, -200, -1800, -325);
// ctx.lineWidth = 1;
// ctx.strokeStyle = "#9aa";
// ctx.stroke();
};
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 25, 100, 10);
level.exit.x = 0;
level.exit.y = 200;
level.defaultZoom = 1000
simulation.zoomTransition(level.defaultZoom)
// document.body.style.backgroundColor = "#aaa";
document.body.style.backgroundColor = "#ddd";
level.fill.push({ //foreground
x: -1950,
y: -950,
width: 3900,
height: 1900,
color: "rgba(0,0,0,0.1)"
});
// level.fillBG.push({ //background
// x: 1300,
// y: -1800,
// width: 750,
// height: 1800,
// color: "#d4d4d7"
// });
spawn.mapRect(-3000, 800, 5000, 1200); //bottom
spawn.mapRect(-2000, -2000, 5000, 1200); //ceiling
spawn.mapRect(-3000, -2000, 1200, 3400); //left
spawn.mapRect(1800, -1400, 1200, 3400); //right
spawn.mapRect(-500, 0, 1000, 1000); //center platform
spawn.mapRect(-500, -25, 25, 50); //edge shelf
spawn.mapRect(475, -25, 25, 50); //edge shelf
// spawn.mapRect(-500, -820, 50, 25); //edge shelf ceiling
// spawn.mapRect(450, -820, 50, 25); //edge shelf ceiling
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
// spawn.mapRect(-50, -500, 100, 100); //center square
// setTimeout(() => { simulation.makeTextLog(`test`) }, 3000);
},
testing() {
const button = level.button(200, -700)
level.custom = () => {
button.query();
button.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -750); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
level.exit.y = -230;
// level.difficultyIncrease(14); //hard mode level 7
spawn.setSpawnList();
spawn.setSpawnList();
level.defaultZoom = 1500
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ddd";
// simulation.draw.mapFill = "#444"
// simulation.draw.bodyFill = "rgba(140,140,140,0.85)"
// simulation.draw.bodyStroke = "#222"
level.fill.push({
x: 6400,
y: -550,
width: 300,
height: 350,
color: "rgba(0,255,255,0.1)"
});
// level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
// powerUps.spawnStartingPowerUps(600, -800);
// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
// powerUps.spawn(350, -800, "gun", false);
function blockDoor(x, y, blockSize = 58) {
spawn.mapRect(x, y - 290, 40, 60); // door lip
spawn.mapRect(x, y, 40, 50); // door lip
for (let i = 0; i < 4; ++i) {
spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
}
}
// blockDoor(710, -710);
spawn.mapRect(2500, -1200, 200, 750); //right wall
blockDoor(2585, -210)
spawn.mapRect(2500, -200, 200, 300); //right wall
spawn.mapRect(4500, -1200, 200, 650); //right wall
blockDoor(4585, -310)
spawn.mapRect(4500, -300, 200, 400); //right wall
spawn.mapRect(6400, -1200, 400, 750); //right wall
spawn.mapRect(6400, -200, 400, 300); //right wall
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
// simulation.difficulty = 30
// spawn.starter(1900, -500, 200) //big boy
spawn.pulsar(1900, -500)
spawn.pulsarBoss(1900, -500)
// spawn.historyBoss(1900, -500)
// spawn.ghoster(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(1600, -500)
// spawn.laserTargetingBoss(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
// spawn.streamBoss(1600, -500)
// spawn.orbitalBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shieldingBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
// spawn.nodeGroup(1200, -500, "launcher")
// spawn.snakeBoss(1200, -500)
// spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 1500;
level.exit.y = -1875;
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
// powerUps.spawnStartingPowerUps(1475, -1175);
// spawn.debris(750, -2200, 3700, 16); //16 debris per level
// level.fill.push({ //foreground
// x: 2500,
// y: -1100,
// width: 450,
// height: 250,
// color: "rgba(0,0,0,0.1)"
// });
// level.fillBG.push({ //background
// x: 1300,
// y: -1800,
// width: 750,
// height: 1800,
// color: "#d4d4d7"
// });
spawn.mapRect(-100, 0, 1000, 100);
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
// spawn.boost(4150, 0, 1300);
// spawn.randomSmallMob(1300, -70);
// spawn.randomMob(2650, -975, 0.8);
// spawn.randomGroup(1700, -900, 0.4);
// if (simulation.difficulty > 3) spawn.randomLevelBoss(2200, -1300);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
// if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(4800, -500);
},
final() {
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -250); //normal spawn
spawn.mapRect(5500, -330 + 20, 100, 20); //spawn this because the real exit is in the wrong spot
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 550000;
level.exit.y = -330;
level.defaultZoom = 2500
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ccc";
level.fill.push({
x: 5400,
y: -550,
width: 300,
height: 350,
color: "rgba(0,255,255,0.1)"
});
powerUps.spawn(1675, -50, "ammo");
powerUps.spawn(3350, -75, "ammo");
powerUps.spawn(3925, -50, "ammo");
powerUps.spawn(4250, -75, "ammo");
powerUps.spawn(4550, -75, "ammo");
powerUps.spawn(5025, -50, "ammo");
powerUps.spawn(4725, -50, "ammo");
powerUps.spawn(4975, -350, "ammo");
powerUps.spawn(5125, -350, "ammo");
powerUps.spawn(5075, -425, "ammo");
powerUps.spawn(5050, -400, "ammo");
powerUps.spawn(5075, -425, "ammo");
spawn.mapRect(-1950, 0, 8200, 1800); //ground
spawn.mapRect(-1950, -1500, 1800, 1900); //left wall
spawn.mapRect(-1950, -3300, 8200, 1800); //roof
spawn.mapRect(-250, -200, 1000, 300); // shelf
spawn.mapRect(-250, -1700, 1000, 1250); // shelf roof
spawn.blockDoor(710, -210);
spawn.finalBoss(3000, -750)
spawn.mapRect(5400, -1700, 400, 1150); //right wall
spawn.mapRect(5400, -300, 400, 400); //right wall
spawn.mapRect(5700, -3300, 1800, 5100); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
spawn.mapRect(5425, -650, 375, 450); //blocking exit
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(4800, -500);
},
gauntlet() {
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -750); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
level.exit.y = -230;
level.defaultZoom = 1500
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ddd";
level.fill.push({
x: 6400,
y: -550,
width: 300,
height: 350,
color: "rgba(0,255,255,0.1)"
});
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
powerUps.spawnStartingPowerUps(600, -800);
spawn.blockDoor(710, -710);
spawn[spawn.pickList[0]](1500, -200, 150 + Math.random() * 30);
spawn.mapRect(2500, -1200, 200, 750); //right wall
spawn.blockDoor(2585, -210)
spawn.mapRect(2500, -200, 200, 300); //right wall
spawn.nodeGroup(3500, -200, spawn.allowedGroupList[Math.floor(Math.random() * spawn.allowedGroupList.length)]);
spawn.mapRect(4500, -1200, 200, 750); //right wall
spawn.blockDoor(4585, -210)
spawn.mapRect(4500, -200, 200, 300); //right wall
spawn.lineGroup(5000, -200, spawn.allowedGroupList[Math.floor(Math.random() * spawn.allowedGroupList.length)]);
spawn.mapRect(6400, -1200, 400, 750); //right wall
spawn.mapRect(6400, -200, 400, 300); //right wall
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
for (let i = 0; i < 3; ++i) {
if (simulation.difficulty * Math.random() > 15 * i) {
spawn.randomGroup(2000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
if (simulation.difficulty * Math.random() > 10 * i) {
spawn.randomGroup(3500 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
if (simulation.difficulty * Math.random() > 7 * i) {
spawn.randomGroup(5000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(4125, -350);
},
intro() {
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
const binary = (localSettings.runCount >>> 0).toString(2)
const height = 25
const thick = 2
const color = "#aaa"
const xOff = -130 //2622
const yOff = -45 //-580
let xLetter = 0
for (let i = 0; i < binary.length; i++) {
if (binary[i] === "0") {
zero(xOff + xLetter, yOff)
} else {
one(xOff + xLetter, yOff)
}
}
function one(x, y) {
level.fillBG.push({
x: x,
y: y,
width: thick,
height: height,
color: color
});
xLetter += 10
}
function zero(x, y) {
const width = 10
level.fillBG.push({
x: x,
y: y,
width: thick,
height: height,
color: color
});
level.fillBG.push({
x: x + width,
y: y,
width: thick,
height: height,
color: color
});
level.fillBG.push({
x: x,
y: y,
width: width,
height: thick,
color: color
});
level.fillBG.push({
x: x,
y: y + height - thick,
width: width,
height: thick,
color: color
});
xLetter += 10 + width
}
level.setPosToSpawn(460, -100); //normal spawn
level.enter.x = -1000000; //hide enter graphic for first level by moving to the far left
level.exit.x = 2800;
level.exit.y = -335;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1000 //1400 is normal
level.defaultZoom = 1600
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#ddd";
level.fill.push({
x: 2600,
y: -600,
width: 400,
height: 500,
color: "rgba(0,255,255,0.05)"
});
level.fillBG.push({
x: 2600,
y: -600,
width: 400,
height: 500,
color: "#fff"
});
const lineColor = "#ccc"
level.fillBG.push({
x: 1600,
y: -500,
width: 100,
height: 100,
color: lineColor
});
level.fillBG.push({
x: -55,
y: -283,
width: 12,
height: 100,
color: lineColor
});
//faster way to draw a wire
function wallWire(x, y, width, height, front = false) {
if (front) {
level.fill.push({
x: x,
y: y,
width: width,
height: height,
color: lineColor
});
} else {
level.fillBG.push({
x: x,
y: y,
width: width,
height: height,
color: lineColor
});
}
}
for (let i = 0; i < 3; i++) {
wallWire(100 - 10 * i, -1050 - 10 * i, 5, 800);
wallWire(100 - 10 * i, -255 - 10 * i, -300, 5);
}
for (let i = 0; i < 5; i++) {
wallWire(1000 + 10 * i, -1050 - 10 * i, 5, 600);
wallWire(1000 + 10 * i, -450 - 10 * i, 150, 5);
wallWire(1150 + 10 * i, -450 - 10 * i, 5, 500);
}
for (let i = 0; i < 3; i++) {
wallWire(2650 - 10 * i, -700 - 10 * i, -300, 5);
wallWire(2350 - 10 * i, -700 - 10 * i, 5, 800);
}
for (let i = 0; i < 5; i++) {
wallWire(1625 + 10 * i, -1050, 5, 1200);
}
for (let i = 0; i < 4; i++) {
wallWire(1650, -470 + i * 10, 670 - i * 10, 5);
wallWire(1650 + 670 - i * 10, -470 + i * 10, 5, 600);
}
for (let i = 0; i < 3; i++) {
wallWire(-200 - i * 10, -245 + i * 10, 1340, 5);
wallWire(1140 - i * 10, -245 + i * 10, 5, 300);
wallWire(-200 - i * 10, -215 + i * 10, 660, 5);
wallWire(460 - i * 10, -215 + i * 10, 5, 300);
}
spawn.mapRect(-250, 0, 3600, 1800); //ground
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(3000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, -2800, 3600, 1800); //roof
spawn.mapRect(2600, -300, 500, 500); //exit shelf
spawn.mapRect(2600, -1200, 500, 600); //exit roof
spawn.mapRect(-95, -1100, 80, 110); //wire source
spawn.mapRect(410, -10, 90, 20); //small platform for player
spawn.bodyRect(2425, -120, 70, 50);
spawn.bodyRect(2400, -100, 100, 60);
spawn.bodyRect(2500, -150, 100, 150); //exit step
// localSettings.levelsClearedLastGame = 20
if (level.levelsCleared === 0) {
// powerUps.spawn(-100, 0, "heal", false); //starting gun
powerUps.spawn(1900, -150, "heal", false); //starting gun
powerUps.spawn(2050, -150, "heal", false); //starting gun
// powerUps.spawn(2050, -150, "field", false); //starting gun
if (localSettings.levelsClearedLastGame < 6) {
if (!simulation.isCheating && !m.isShipMode) {
spawn.wireFoot();
spawn.wireFootLeft();
spawn.wireKnee();
spawn.wireKneeLeft();
spawn.wireHead();
}
} else {
simulation.trails()
}
}
powerUps.spawnStartingPowerUps(2300, -150);
// if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(1900, -675);
},
testChamber() {
level.setPosToSpawn(0, -50); //lower start
level.exit.y = level.enter.y - 550;
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = level.enter.x;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 2200
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d5d5d5";
const portal = level.portal({
x: 2475,
y: -140
}, Math.PI, { //left
x: 2475,
y: -3140
}, Math.PI) //left
const portal2 = level.portal({
x: 75,
y: -2150
}, -Math.PI / 2, { //up
x: 1325,
y: -2150
}, -Math.PI / 2) //up
const portal3 = level.portal({
x: 1850,
y: -585
}, -Math.PI / 2, { //up
x: 2425,
y: -600
}, -2 * Math.PI / 3) //up left
spawn.mapRect(0, -1955, 175, 30);
const removeIndex1 = map.length - 1 //so much work to catch blocks caught at the bottom of the vertical portals
spawn.mapRect(1225, -1955, 175, 30);
const removeIndex2 = map.length - 1 //so much work to catch blocks caught at the bottom of the vertical portals
const hazard = level.hazard(350, -2025, 700, 10, 0.4, "hsl(0, 100%, 50%)", true) //laser
const hazard2 = level.hazard(1775, -2550, 150, 10, 0.4, "hsl(0, 100%, 50%)", true) //laser
const button = level.button(2100, -2600)
const buttonDoor = level.button(600, -550)
// spawn.mapRect(600, -600, 275, 75);
const door = level.door(312, -750, 25, 190, 185)
level.custom = () => {
if (!(m.cycle % 60)) { //so much work to catch blocks caught at the bottom of the vertical portals
let touching = Matter.Query.collides(map[removeIndex1], body)
if (touching.length) {
// console.log(touching[0].bodyB)
Matter.World.remove(engine.world, touching[0].bodyB);
for (let i = 0, len = body.length; i < len; i++) {
if (body[i].id === touching[0].bodyB.id) {
body.splice(i, 1);
break
}
}
//
}
touching = Matter.Query.collides(map[removeIndex2], body)
if (touching.length) {
// console.log(touching[0].bodyB)
Matter.World.remove(engine.world, touching[0].bodyB);
for (let i = 0, len = body.length; i < len; i++) {
if (body[i].id === touching[0].bodyB.id) {
body.splice(i, 1);
break
}
}
}
}
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
portal[2].query()
portal[3].query()
portal2[2].query()
portal2[3].query()
portal3[2].query()
portal3[3].query()
hazard.query();
hazard2.query();
if (button.isUp) {
hazard.isOn = false;
hazard2.isOn = false;
} else {
hazard.isOn = true;
hazard2.isOn = true;
}
button.query();
button.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
door.draw();
hazard.draw();
hazard2.draw();
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
portal2[0].draw();
portal2[1].draw();
portal2[2].draw();
portal2[3].draw();
portal3[0].draw();
portal3[1].draw();
portal3[2].draw();
portal3[3].draw();
};
powerUps.spawnStartingPowerUps(1875, -3075);
const powerUpPos = shuffle([{ //no debris on this level but 2 random spawn instead
x: -150,
y: -1775
}, {
x: 2400,
y: -2650
}, {
x: -175,
y: -1375
}, {
x: 1325,
y: -150
}]);
powerUps.chooseRandomPowerUp(powerUpPos[0].x, powerUpPos[0].y);
powerUps.chooseRandomPowerUp(powerUpPos[1].x, powerUpPos[1].y);
level.fillBG.push({ //exit room
x: -300,
y: -1000,
width: 650,
height: 500,
color: "#d4f4f4"
});
//outer wall
spawn.mapRect(2500, -3700, 1200, 3800); //right map wall
spawn.mapRect(-1400, -3800, 1100, 3900); //left map wall
// spawn.mapRect(2500, -2975, 1200, 2825); //right map middle wall above right portal
// spawn.mapRect(2700, -3600, 1000, 3650);
// far far right wall right of portals
// spawn.mapRect(2500, -1425, 200, 1275); // below right portal
spawn.mapRect(-1400, -4800, 5100, 1200); //map ceiling
spawn.mapRect(-1400, 0, 5100, 1200); //floor
//lower entrance /exit
// spawn.mapRect(300, -550, 50, 350); //right entrance wall
// spawn.mapRect(-400, -550, 1825, 50); //ceiling
// spawn.mapRect(1075, -100, 575, 200);
// spawn.bodyRect(312, -200, 25, 200);
// spawn.bodyRect(1775, -75, 100, 100);
spawn.mapRect(300, -375, 50, 225);
spawn.bodyRect(312, -150, 25, 140);
spawn.mapRect(300, -10, 50, 50);
//upper entrance / exit
spawn.mapRect(-400, -1050, 750, 50);
spawn.mapRect(300, -1050, 50, 300);
// spawn.bodyRect(312, -750, 25, 190);
spawn.mapRect(300, -560, 50, 50);
// spawn.mapRect(1400, -1025, 50, 300);
// spawn.mapRect(1400, -1025, 50, 825);
// spawn.mapRect(600, -600, 275, 75);
// spawn.mapRect(1075, -1050, 550, 400);
// spawn.mapRect(1150, -1000, 150, 575);
// spawn.mapRect(1600, -550, 175, 200);
spawn.bodyRect(750, -725, 125, 125);
spawn.mapRect(1150, -1050, 250, 575);
spawn.mapRect(1725, -550, 50, 200); //walls around portal 3
// spawn.mapRect(1925, -550, 50, 200);
spawn.mapRect(1925, -550, 500, 200);
spawn.mapRect(1750, -390, 200, 40);
// spawn.mapRect(2350, -550, 75, 200);
spawn.mapRect(-400, -550, 1800, 200);
spawn.mapRect(-200, -1700, 150, 25); //platform above exit room
spawn.mapRect(-200, -1325, 350, 25);
//portal 3 angled
// spawn.mapRect(1425, -550, 350, 250);
// spawn.mapRect(1925, -550, 500, 200);
spawn.mapRect(2425, -450, 100, 100);
//portal 1 bottom
// spawn.mapRect(2525, -200, 175, 250); //right portal back wall
// spawn.mapRect(2500, -50, 200, 100);
spawn.mapRect(2290, -12, 375, 100);
spawn.mapRect(2350, -24, 375, 100);
spawn.mapRect(2410, -36, 375, 100);
//portal 1 top
spawn.mapRect(2290, -3012, 375, 50);
spawn.mapRect(2350, -3024, 375, 50);
spawn.mapRect(2410, -3036, 375, 50);
spawn.mapRect(1400, -3000, 1300, 50); //floor
// spawn.mapRect(2500, -3700, 200, 565); //right portal wall
// spawn.mapRect(2525, -3200, 175, 250); //right portal back wall
spawn.mapRect(1750, -3050, 250, 75);
// spawn.bodyRect(1950, -3100, 50, 50);
spawn.mapRect(1400, -3625, 50, 200);
spawn.mapRect(350, -3625, 50, 225);
spawn.mapRect(350, -3260, 50, 60);
// spawn.bodyRect(362, -3400, 25, 140);
spawn.mapRect(200, -3250, 1240, 50);
spawn.mapRect(1400, -3260, 50, 310);
spawn.bodyRect(1412, -3425, 25, 165);
// spawn.mapRect(-150, -3000, 150, 25);
// spawn.mapRect(-350, -2925, 175, 25);
spawn.mapRect(-150, -2925, 150, 25);
//portal 2
spawn.mapRect(-300, -2600, 300, 675); //left platform
spawn.mapRect(1400, -2600, 375, 675); //right platform
spawn.mapRect(1925, -2600, 775, 675); //far right platform
spawn.bodyRect(2130, -2660, 50, 50); //button's block
spawn.mapRect(150, -2100, 200, 175);
spawn.mapRect(1050, -2100, 200, 175);
//mobs
spawn.randomMob(1075, -3500, -0.3);
// spawn.randomMob(-75, -3425, 0.2);
spawn.randomMob(1475, -225, -0.3);
spawn.randomMob(2075, -150, -0.2);
spawn.randomMob(2175, -700, -0.2);
spawn.randomMob(-75, -850, -0.1);
spawn.randomMob(1300, -600, -0.1);
spawn.randomMob(550, -3400, 0);
spawn.randomMob(0, -1175, 0.5);
spawn.randomMob(-75, -1150, 0.5);
spawn.randomMob(1075, -625, 0.5);
spawn.randomMob(1725, -575, 0.5);
if (simulation.difficulty > 40) {
spawn.randomMob(2300, -2775, -0.5);
spawn.randomMob(600, -925, -0.5);
spawn.randomMob(1550, -2750, -0.5);
spawn.randomMob(1350, -1150, -0.5);
spawn.randomMob(-75, -1475, 0);
spawn.randomGroup(600, -2600, 0);
}
if (simulation.difficulty < 20) {
spawn.randomMob(700, -1650, 0);
spawn.randomMob(600, -3500, 0.2);
spawn.randomMob(-75, -1175, 0.2);
powerUps.spawnBossPowerUp(-125, -1760);
} else {
if (Math.random() < 0.5) {
spawn.randomLevelBoss(700, -1550, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "shieldingBoss", "pulsarBoss"]);
} else {
spawn.randomLevelBoss(675, -2775, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "shieldingBoss", "pulsarBoss"]);
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(1925, -1250);
},
sewers() {
const rotor = level.rotor(5100, 2475, -0.001)
const button = level.button(6600, 2675)
const hazard = level.hazard(4550, 2750, 4550, 150)
const balance1 = level.spinner(300, -395, 25, 390, 0.001) //entrance
const balance2 = level.spinner(2605, 500, 390, 25, 0.001) //falling
const balance3 = level.spinner(2608, 1900, 584, 25, 0.001) //falling
const balance4 = level.spinner(9300, 2205, 25, 380, 0.001) //exit
level.custom = () => {
button.query();
button.draw();
hazard.query();
hazard.level(button.isUp)
rotor.rotate();
level.playerExitCheck();
};
level.customTopLayer = () => {
ctx.fillStyle = "#233"
ctx.beginPath();
ctx.arc(balance1.pointA.x, balance1.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance2.pointA.x, balance2.pointA.y)
ctx.arc(balance2.pointA.x, balance2.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance3.pointA.x, balance3.pointA.y)
ctx.arc(balance3.pointA.x, balance3.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance4.pointA.x, balance4.pointA.y)
ctx.arc(balance4.pointA.x, balance4.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
hazard.draw();
};
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 9700;
level.exit.y = 2560;
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "hsl(138, 3%, 74%)";
powerUps.spawnStartingPowerUps(3475, 1775);
spawn.debris(4575, 2550, 1600, 9); //16 debris per level
spawn.debris(7000, 2550, 2000, 7); //16 debris per level
// level.fill.push({
// x: 9325,
// y: 2200,
// width: 575,
// height: 400,
// color: "rgba(0,255,255,0.1)"
// });
level.fillBG.push({
x: 9300,
y: 2200,
width: 600,
height: 400,
color: "hsl(175, 15%, 76%)" //c4f4f4
});
spawn.mapRect(-500, -600, 200, 800); //left entrance wall
spawn.mapRect(-400, -600, 3550, 200); //ceiling
spawn.mapRect(-400, 0, 3000, 200); //floor
// spawn.mapRect(300, -500, 50, 400); //right entrance wall
// spawn.bodyRect(312, -100, 25, 100);
spawn.bodyRect(1450, -300, 150, 50);
const xPos = shuffle([600, 1250, 2000]);
spawn.mapRect(xPos[0], -200, 400, 100);
spawn.mapRect(xPos[1], -250, 300, 300);
spawn.mapRect(xPos[2], -150, 300, 200);
spawn.bodyRect(3100, 410, 75, 100);
spawn.bodyRect(2450, -25, 250, 25);
spawn.mapRect(3050, -600, 200, 800); //right down tube wall
spawn.mapRect(3100, 0, 1200, 200); //tube right exit ceiling
spawn.mapRect(4200, 0, 200, 1900);
spawn.mapVertex(3500, 1000, "-500 -500 -400 -600 400 -600 500 -500 500 500 400 600 -400 600 -500 500");
spawn.mapVertex(3600, 1940, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40");
spawn.mapRect(3925, 2288, 310, 50);
spawn.mapRect(3980, 2276, 200, 50);
spawn.mapRect(2625, 2288, 650, 50);
spawn.mapRect(2700, 2276, 500, 50);
spawn.mapRect(2400, 0, 200, 1925); //left down tube wall
spawn.mapRect(600, 2300, 3750, 200);
spawn.bodyRect(3800, 275, 125, 125);
spawn.mapRect(4200, 1700, 5000, 200);
spawn.mapRect(4150, 2300, 200, 400);
spawn.mapRect(600, 1700, 2000, 200); //bottom left room ceiling
spawn.mapRect(500, 1700, 200, 800); //left wall
spawn.mapRect(675, 1875, 325, 150, 0.5);
spawn.mapRect(4450, 2900, 4900, 200); //boss room floor
spawn.mapRect(4150, 2600, 400, 500);
spawn.mapRect(6250, 2675, 700, 325);
spawn.mapRect(8000, 2600, 600, 400);
spawn.bodyRect(5875, 2725, 200, 200);
spawn.bodyRect(6800, 2490, 50, 50);
spawn.bodyRect(6800, 2540, 50, 50);
spawn.bodyRect(6800, 2590, 50, 50);
spawn.bodyRect(8225, 2225, 100, 100);
spawn.mapRect(6250, 1875, 700, 150);
spawn.mapRect(8000, 1875, 600, 150);
spawn.mapRect(9100, 1700, 900, 500); //exit
spawn.mapRect(9100, 2600, 900, 500);
spawn.mapRect(9900, 1700, 200, 1400); //back wall
// spawn.mapRect(9300, 2150, 50, 250);
spawn.mapRect(9300, 2590, 650, 25);
spawn.mapRect(9700, 2580, 100, 50);
spawn.randomGroup(1300, 2100, 0.1);
spawn.randomMob(8300, 2100, 0.1);
spawn.randomSmallMob(2575, -75, 0.1); //entrance
spawn.randomMob(8125, 2450, 0.1);
spawn.randomSmallMob(3200, 250, 0.1);
spawn.randomMob(2425, 2150, 0.1);
spawn.randomSmallMob(3500, 250, 0.2);
spawn.randomMob(3800, 2175, 0.2);
spawn.randomSmallMob(1100, -300, 0.2); //entrance
spawn.randomMob(4450, 2500, 0.2);
spawn.randomMob(6350, 2525, 0.2);
spawn.randomGroup(9200, 2400, 0.3);
spawn.randomSmallMob(1900, -250, 0.3); //entrance
spawn.randomMob(1500, 2100, 0.4);
spawn.randomSmallMob(1700, -150, 0.4); //entrance
spawn.randomMob(8800, 2725, 0.5);
spawn.randomMob(7300, 2200, 0.5);
spawn.randomMob(2075, 2025, 0.5);
spawn.randomMob(3475, 2175, 0.5);
spawn.randomMob(8900, 2825, 0.5);
spawn.randomMob(9600, 2425, 0.9);
spawn.randomMob(3600, 1725, 0.9);
spawn.randomMob(4100, 1225, 0.9);
spawn.randomMob(2825, 400, 0.9);
if (simulation.difficulty > 3) spawn.randomLevelBoss(6000, 2300, ["spiderBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "historyBoss", "orbitalBoss", "shieldingBoss"]);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(7725, 2275);
},
satellite() {
const elevator = level.platform(4210, -1325, 380, 30, -10)
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -1275) { //bottom
elevator.plat.speed = -10
elevator.pauseUntilCycle = simulation.cycle + 90
} else if (elevator.pointA.y < -3455) { //top
elevator.plat.speed = 30
elevator.pauseUntilCycle = simulation.cycle + 90
}
elevator.pointA = {
x: elevator.pointA.x,
y: elevator.pointA.y + elevator.plat.speed
}
}
};
level.setPosToSpawn(-50, -50); //normal spawn
level.exit.x = -100;
level.exit.y = -425;
spawn.mapRect(level.exit.x, level.exit.y + 15, 100, 50); //exit bump
level.defaultZoom = 1700 // 4500 // 1400
simulation.zoomTransition(level.defaultZoom)
powerUps.spawnStartingPowerUps(4900, -500);
spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
spawn.debris(4830, -1330, 850, 3); //16 debris per level
spawn.debris(3035, -3900, 1500, 3); //16 debris per level
document.body.style.backgroundColor = "#dbdcde";
//spawn start building
spawn.mapRect(-300, -800, 50, 800);
spawn.mapRect(-100, -20, 100, 30);
// spawn.mapRect(-300, -10, 500, 50);
spawn.mapRect(150, -510, 50, 365);
spawn.bodyRect(170, -130, 14, 145, 1, spawn.propsFriction); //door to starting room
// spawn.mapRect(-300, 0, 1000, 300); //ground
spawn.mapVertex(-18, 145, "625 0 0 0 0 -300 500 -300"); //entrance ramp
spawn.mapRect(-300, 250, 6300, 300); //deeper ground
spawn.bodyRect(2100, 50, 80, 80);
spawn.bodyRect(2000, 50, 60, 60);
// spawn.bodyRect(1650, 50, 300, 200);
// spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
spawn.mapVertex(2225, 250, "575 0 -575 0 -450 -100 450 -100"); //base
//exit building
// spawn.mapRect(-100, -410, 100, 30);
spawn.mapRect(-300, -800, 500, 50);
spawn.mapRect(150, -800, 50, 110);
spawn.bodyRect(170, -690, 14, 180, 1, spawn.propsFriction); //door to exit room
spawn.mapRect(-300, -400, 500, 100); //far left starting ceiling
level.fill.push({
x: -250,
y: -400,
width: 1800,
height: 775,
color: "rgba(0,20,40,0.2)"
});
level.fillBG.push({
x: -250,
y: -750,
width: 420,
height: 450,
color: "#d4f4f4"
});
//tall platform above exit
spawn.mapRect(-500, -1900, 400, 50); //super high shade
spawn.mapRect(0, -1900, 400, 50); //super high shade
spawn.mapRect(-150, -1350, 200, 25); //super high shade
spawn.bodyRect(140, -2100, 150, 200); //shield from laser
level.fillBG.push({
x: -300,
y: -1900,
width: 500,
height: 1100,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(1125, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(150, -500, 1400, 100); //far left starting ceiling
spawn.mapRect(625, -2450, 1000, 50); //super high shade
spawn.bodyRect(1300, -3600, 150, 150); //shield from laser
level.fillBG.push({
x: 900,
y: -2450,
width: 450,
height: 2050,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(2225, -250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(1725, -2800, 1000, 50); //super high shade
spawn.mapRect(1800, -300, 850, 100); //far left starting ceiling
spawn.bodyRect(2400, -2950, 150, 150); //shield from laser
level.fillBG.push({
x: 2000,
y: -2800,
width: 450,
height: 2500,
color: "#d0d4d6"
});
level.fill.push({
x: 1800,
y: -275,
width: 850,
height: 775,
color: "rgba(0,20,40,0.2)"
});
//tall platform
spawn.mapVertex(3350, 200, "400 0 -400 0 -275 -275 275 -275"); //base
spawn.bodyRect(3400, -150, 150, 150);
spawn.mapRect(2850, -3150, 1000, 50); //super high shade
spawn.bodyRect(3675, -3470, 525, 20); //plank
spawn.bodyRect(3600, -3450, 200, 300); //plank support block
level.fillBG.push({
x: 3125,
y: -3100,
width: 450,
height: 3300,
color: "#d0d4d6"
});
//far right structure
spawn.mapRect(5200, -725, 100, 870);
spawn.mapRect(5300, -1075, 350, 1220);
spawn.boost(5825, 235, 1400);
level.fill.push({
x: 5200,
y: 125,
width: 450,
height: 200,
color: "rgba(0,20,40,0.25)"
});
//structure bellow tall stairs
level.fill.push({
x: 4000,
y: -1200,
width: 1050,
height: 1500,
color: "rgba(0,20,40,0.13)"
});
spawn.mapRect(3925, -300, 425, 50);
spawn.mapRect(4700, -375, 425, 50);
// spawn.mapRect(4000, -1300, 1050, 100);
spawn.mapRect(4000, -1300, 200, 100);
spawn.mapRect(4600, -1300, 450, 100);
//steep stairs
spawn.mapRect(4100, -2250, 100, 650);
spawn.mapRect(4100, -3450, 100, 650); //left top shelf
spawn.mapRect(4600, -3450, 100, 1850);
level.fill.push({
x: 4100,
y: -3450,
width: 600,
height: 2250,
color: "rgba(0,20,40,0.13)"
});
spawn.randomSmallMob(4400, -3500);
spawn.randomSmallMob(4800, -800);
spawn.randomMob(800, -2600);
spawn.randomMob(700, -600, 0.3);
spawn.randomMob(3100, -3600, 0.3);
spawn.randomMob(3300, -1000, 0.3);
spawn.randomMob(4200, -250, 0.3);
spawn.randomMob(4900, -1500, 0.3);
spawn.randomMob(3800, 175, 0.4);
spawn.randomMob(5750, 125, 0.4);
spawn.randomMob(5900, -1500, 0.4);
spawn.randomMob(4700, -800, 0.4);
spawn.randomMob(1400, -400, 0.3);
spawn.randomMob(2850, 175, 0.4);
spawn.randomMob(2000, -2800, 0.4);
spawn.randomMob(2200, -500, 0.4);
spawn.randomMob(4475, -3550, 0.3);
spawn.randomGroup(5000, -2150, 1);
spawn.randomGroup(3700, -4100, 0.3);
spawn.randomGroup(2700, -1600, 0.1);
spawn.randomGroup(1600, -100, 0);
spawn.randomGroup(5000, -3900, -0.3);
if (simulation.difficulty > 3) {
if (Math.random() < 0.2) {
spawn.randomLevelBoss(2800, -1400);
} else if (Math.random() < 0.25) {
spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random());
} else if (Math.random() < 0.33) {
spawn.laserBoss(1800 + 250 * Math.random(), -2600 + 150 * Math.random());
} else if (Math.random() < 0.5) {
spawn.laserBoss(3500 + 250 * Math.random(), -2600 + 1000 * Math.random());
} else {
spawn.laserBoss(600 + 200 * Math.random(), -2150 + 250 * Math.random());
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(3950, -850);
},
rooftops() {
const elevator = level.platform(1450, -1000, 235, 30, -2)
level.custom = () => {
ctx.fillStyle = "#ccc"
ctx.fillRect(1567, -1990, 5, 1020)
level.playerExitCheck();
};
level.customTopLayer = () => {
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -980) { //bottom
elevator.plat.speed = -2
elevator.pauseUntilCycle = simulation.cycle + 60
} else if (elevator.pointA.y < -1980) { //top
elevator.plat.speed = 1
elevator.pauseUntilCycle = simulation.cycle + 60
}
elevator.pointA = {
x: elevator.pointA.x,
y: elevator.pointA.y + elevator.plat.speed
}
}
};
level.defaultZoom = 1700
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
if (Math.random() < 0.75) {
//normal direction start in top left
level.setPosToSpawn(-450, -2060);
level.exit.x = 3600;
level.exit.y = -300;
spawn.mapRect(3600, -285, 100, 50); //ground bump wall
//mobs that spawn in exit room
spawn.bodyRect(4850, -750, 300, 25, 0.6); //
spawn.randomSmallMob(4100, -100);
spawn.randomSmallMob(4600, -100);
spawn.randomMob(3765, -450, 0.3);
level.fill.push({
x: -650,
y: -2300,
width: 440,
height: 300,
color: "rgba(0,0,0,0.15)"
});
level.fillBG.push({
x: 3460,
y: -700,
width: 1090,
height: 800,
color: "#d4f4f4"
});
} else {
//reverse direction, start in bottom right
level.setPosToSpawn(3650, -325);
level.exit.x = -550;
level.exit.y = -2030;
spawn.mapRect(-550, -2015, 100, 50); //ground bump wall
spawn.boost(4950, 0, 1100);
level.fillBG.push({
x: -650,
y: -2300,
width: 440,
height: 300,
color: "#d4f4f4"
});
level.fill.push({
x: 3460,
y: -700,
width: 1090,
height: 800,
color: "rgba(0,0,0,0.1)"
});
}
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.debris(1650, -1800, 3800, 16); //16 debris per level
powerUps.spawnStartingPowerUps(2450, -1675);
//foreground
level.fill.push({
x: 3460,
y: -1250,
width: 1080,
height: 550,
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: -1950,
width: 2100,
height: 2950,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 1860,
y: -1950,
width: 630,
height: 350,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 1735,
y: -1550,
width: 1405,
height: 550,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 1735,
y: -900,
width: 1515,
height: 1900,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 3510,
y: -1550,
width: 330,
height: 300,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 710,
y: -2225,
width: 580,
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, 2125, 50); //Top left ledge
spawn.bodyRect(1300, -2125, 50, 125, 0.8);
spawn.bodyRect(1307, -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.mapRect(1850, -2000, 650, 50);
spawn.bodyRect(200, -2150, 80, 220, 0.8);
spawn.mapRect(700, -2275, 600, 50);
spawn.mapRect(1000, -1350, 410, 50);
spawn.bodyRect(1050, -2350, 30, 30, 0.8);
// spawn.boost(1800, -1000, 1200);
// spawn.bodyRect(1625, -1100, 100, 75);
// spawn.bodyRect(1350, -1025, 400, 25); // ground plank
spawn.mapRect(-725, -1000, 2150, 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(-575, -1150, 125, 150, 0.8);
spawn.mapRect(1710, -1000, 1565, 100); //middle ledge
spawn.mapRect(3400, -1000, 75, 25);
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(3500, -1600, 350, 50);
spawn.mapRect(1725, -1600, 1435, 50);
spawn.bodyRect(3100, -1015, 375, 15);
spawn.bodyRect(3500, -850, 75, 125, 0.8);
spawn.mapRect(3450, -1000, 50, 580); //left building wall
spawn.bodyRect(3460, -420, 30, 144);
spawn.mapRect(5450, -775, 100, 875); //right building wall
spawn.bodyRect(3925, -1400, 100, 150, 0.8);
spawn.mapRect(3450, -1250, 1090, 50);
// spawn.mapRect(3450, -1225, 50, 75);
spawn.mapRect(4500, -1250, 50, 415);
spawn.mapRect(3450, -725, 1500, 50);
spawn.mapRect(5100, -725, 400, 50);
spawn.mapRect(4500, -735, 50, 635);
spawn.bodyRect(4500, -100, 50, 100);
spawn.mapRect(4500, -885, 100, 50);
spawn.spawnStairs(3800, 0, 3, 150, 206); //stairs top exit
spawn.mapRect(3400, -275, 450, 275); //exit platform
spawn.randomSmallMob(2200, -1775);
spawn.randomSmallMob(4000, -825);
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(900, -2125, 0.3);
spawn.randomGroup(600, -1575, 0);
spawn.randomGroup(2225, -1325, 0.4);
spawn.randomGroup(4900, -1200, 0);
if (simulation.difficulty > 3) spawn.randomLevelBoss(3200, -2050);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(2175, -2425);
},
aerie() {
// const elevator = level.platform(4112, -2300, 280, 50)
// simulation.g = 0.0012 //0.0024
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {
// elevator.move()
};
// simulation.difficulty = 4; //for testing to simulate possible mobs spawns
level.defaultZoom = 2100
simulation.zoomTransition(level.defaultZoom)
const backwards = (Math.random() < 0.25 && simulation.difficulty > 8) ? true : false;
if (backwards) {
level.setPosToSpawn(4000, -3300); //normal spawn
level.exit.x = -100;
level.exit.y = -1025;
} else {
level.setPosToSpawn(-50, -1050); //normal spawn
level.exit.x = 3950;
level.exit.y = -3275;
}
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(level.exit.x, level.exit.y + 15, 100, 20);
powerUps.spawnStartingPowerUps(1075, -550);
document.body.style.backgroundColor = "#dcdcde";
//foreground
level.fill.push({
x: -100,
y: -1000,
width: 1450,
height: 1400,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 2000,
y: -1110,
width: 450,
height: 1550,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 3700,
y: -3150,
width: 1100,
height: 950,
color: "rgba(0,0,0,0.1)"
});
//background
level.fillBG.push({
x: 4200,
y: -2200,
width: 100,
height: 2600,
color: "#c7c7ca"
});
if (!backwards) {
level.fillBG.push({
x: 3750,
y: -3650,
width: 550,
height: 400,
color: "#d4f4f4"
});
level.fill.push({
x: -275,
y: -1275,
width: 425,
height: 300,
color: "rgba(0,0,0,0.1)"
});
} else {
level.fill.push({
x: 3750,
y: -3650,
width: 550,
height: 400,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: -275,
y: -1275,
width: 425,
height: 300,
color: "#d4f4f4"
});
}
// starting room
spawn.mapRect(-300, -1000, 600, 100);
spawn.mapRect(-300, -1300, 450, 50);
spawn.mapRect(-300, -1300, 50, 350);
if (!backwards && simulation.difficulty > 1) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards
//left building
spawn.mapRect(-100, -975, 100, 975);
spawn.mapRect(-500, 100, 1950, 400);
spawn.boost(-425, 100, 1400);
spawn.mapRect(600, -1000, 750, 100);
spawn.mapRect(900, -500, 550, 100);
spawn.mapRect(1250, -975, 100, 375);
spawn.bodyRect(1250, -600, 100, 100, 0.7);
spawn.mapRect(1250, -450, 100, 450);
if (!backwards) spawn.bodyRect(1250, -1225, 100, 200); //remove on backwards
if (!backwards) spawn.bodyRect(1200, -1025, 350, 25); //remove on backwards
//middle super tower
if (backwards) {
spawn.bodyRect(2000, -800, 700, 35);
} else {
spawn.bodyRect(1750, -800, 700, 35);
}
spawn.mapVertex(2225, -2100, "0 0 450 0 300 -2500 150 -2500")
spawn.mapRect(2000, -700, 450, 300);
spawn.bodyRect(2360, -450, 100, 300, 0.6);
spawn.mapRect(2000, -75, 450, 275);
spawn.bodyRect(2450, 150, 150, 150, 0.4);
spawn.mapRect(1550, 300, 4600, 200); //ground
spawn.boost(5350, 275, 2850);
// spawn.mapRect(6050, -700, 450, 1200);
spawn.mapRect(6050, -1060, 450, 1560);
spawn.mapVertex(6275, -2100, "0 0 450 0 300 -2500 150 -2500")
//right tall tower
spawn.mapRect(3700, -3200, 100, 800);
spawn.mapRect(4700, -2910, 100, 510);
spawn.mapRect(3700, -2600, 300, 50);
spawn.mapRect(4100, -2900, 900, 50);
spawn.mapRect(3450, -2300, 750, 100);
spawn.mapRect(4300, -2300, 750, 100);
spawn.mapRect(4150, -1600, 200, 25);
spawn.mapRect(4150, -700, 200, 25);
//exit room on top of tower
spawn.mapRect(3700, -3700, 600, 50);
spawn.mapRect(3700, -3700, 50, 500);
spawn.mapRect(4250, -3700, 50, 300);
spawn.mapRect(3700, -3250, 1100, 100);
spawn.randomGroup(350, -500, 1)
spawn.randomSmallMob(-225, 25);
spawn.randomSmallMob(1000, -1100);
spawn.randomSmallMob(4000, -250);
spawn.randomSmallMob(4450, -3000);
spawn.randomSmallMob(5600, 100);
spawn.randomMob(4275, -2600, 0.8);
spawn.randomMob(1050, -700, 0.8)
spawn.randomMob(6050, -850, 0.7);
spawn.randomMob(2150, -300, 0.6)
spawn.randomMob(3900, -2700, 0.8);
spawn.randomMob(3600, -500, 0.8);
spawn.randomMob(3400, -200, 0.8);
spawn.randomMob(1650, -1300, 0.7)
spawn.randomMob(4100, -50, 0.7);
spawn.randomMob(4100, -50, 0.5);
spawn.randomMob(1700, -50, 0.3)
spawn.randomMob(2350, -900, 0.3)
spawn.randomMob(4700, -150, 0.2);
spawn.randomGroup(4000, -350, 0.6);
spawn.randomGroup(2750, -550, 0.1);
spawn.randomMob(2175, -925, 0.5);
spawn.randomMob(2750, 100, 0.5);
spawn.randomMob(4250, -1725, 0.5);
spawn.randomMob(3575, -2425, 0.5);
spawn.randomMob(3975, -3900, 0.5);
spawn.randomMob(1725, 125, 0.5);
if (simulation.difficulty > 3) {
if (Math.random() < 0.1) { // tether ball
const index = mob.length
spawn.tetherBoss(4250, 0, { x: 4250, y: -675 })
if (simulation.difficulty > 4) spawn.nodeGroup(4250, 0, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
} else if (Math.random() < 0.2) {
spawn.randomLevelBoss(4250, -250);
spawn.debris(-250, 50, 1650, 2); //16 debris per level
spawn.debris(2475, 0, 750, 2); //16 debris per level
spawn.debris(3450, 0, 2000, 16); //16 debris per level
spawn.debris(3500, -2350, 1500, 2); //16 debris per level
} else {
powerUps.chooseRandomPowerUp(4000, 200);
powerUps.chooseRandomPowerUp(4000, 200);
//floor below right tall tower
spawn.bodyRect(3000, 50, 150, 250, 0.9);
spawn.bodyRect(4500, -500, 300, 250, 0.7);
spawn.bodyRect(3500, -100, 100, 150, 0.7);
spawn.bodyRect(4200, -500, 110, 30, 0.7);
spawn.bodyRect(3800, -500, 150, 130, 0.7);
spawn.bodyRect(4000, 50, 200, 150, 0.9);
spawn.bodyRect(4500, 50, 300, 200, 0.9);
spawn.bodyRect(4200, -350, 200, 50, 0.9);
spawn.bodyRect(4700, -350, 50, 200, 0.9);
spawn.bodyRect(4900, -100, 300, 300, 0.7);
spawn.suckerBoss(4500, -400);
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(5350, -325);
},
skyscrapers() {
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(-50, -60); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 1500;
level.exit.y = -1875;
level.defaultZoom = 2000
simulation.zoomTransition(level.defaultZoom)
//level.setPosToSpawn(1550, -1200); //spawn left high
//level.setPosToSpawn(1800, -2000); //spawn near exit
powerUps.spawnStartingPowerUps(1475, -1175);
spawn.debris(750, -2200, 3700, 16); //16 debris per level
document.body.style.backgroundColor = "#dcdcde";
// simulation.draw.mapFill = "#444"
// simulation.draw.bodyFill = "rgba(140,140,140,0.85)"
// simulation.draw.bodyStroke = "#222"
//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: 3800,
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: -1300,
width: 50,
height: 1325,
color: "#d4d4d7"
});
level.fillBG.push({
x: 1350,
y: -2100,
width: 400,
height: 250,
color: "#d4f4f4"
});
spawn.mapRect(-300, 0, 5100, 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, 1300);
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, 800, 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, -1675, 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(3275, -750, 200, 25); //ledge by far right building
spawn.mapRect(3275, -1300, 200, 25); //higher ledge by far right building
spawn.mapRect(3800, -1100, 400, 990); //far right building
spawn.boost(4450, 0, 1300);
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, 110, 150, 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(915, -1200, 60, 100, 0.95);
spawn.bodyRect(925, -1300, 50, 100, 0.95);
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, 25, 0.9); //block on far left building
spawn.bodyRect(1425, -1110, 115, 25, 0.9); //block on far left building
spawn.bodyRect(1540, -1110, 300, 25, 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(850, -1300, 0.25);
spawn.randomMob(-100, -900, -0.2);
spawn.randomGroup(3700, -1500, 0.4);
spawn.randomGroup(1700, -900, 0.4);
if (simulation.difficulty > 3) spawn.randomLevelBoss(2600, -2300);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(3075, -2050);
},
highrise() {
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -700); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = -4275;
level.exit.y = -2805;
level.defaultZoom = 1500
simulation.zoomTransition(level.defaultZoom)
powerUps.spawnStartingPowerUps(-2550, -700);
document.body.style.backgroundColor = "#dcdcde" //"#fafcff";
spawn.debris(-2325, -1825, 2400); //16 debris per level
spawn.debris(-2625, -600, 600, 5); //16 debris per level
spawn.debris(-2000, -60, 1200, 5); //16 debris per level
//background
level.fillBG.push({
x: -4425,
y: -3050,
width: 425,
height: 275,
color: "#cff"
});
level.fillBG.push({
x: -3375,
y: -2875,
width: 25,
height: 725,
color: "#d0d0d2"
});
level.fillBG.push({
x: -2975,
y: -2750,
width: 25,
height: 600,
color: "#d0d0d2"
});
level.fillBG.push({
x: -2475,
y: -2450,
width: 25,
height: 750,
color: "#d0d0d2"
});
//3 platforms that lead to exit
spawn.mapRect(-3440, -2875, 155, 25);
spawn.mapRect(-3025, -2775, 125, 25);
spawn.mapRect(-2525, -2475, 125, 25);
spawn.bodyRect(-2600, -2500, 225, 20, 0.7);
spawn.bodyRect(-3350, -2900, 25, 25, 0.5);
spawn.bodyRect(-3400, -2950, 50, 75, 0.5);
//foreground
level.fill.push({
x: -1650,
y: -1575,
width: 550,
height: 425,
color: "rgba(0,0,0,0.12)"
});
level.fill.push({
x: -2600,
y: -1675,
width: 450,
height: 1125,
color: "rgba(0,0,0,0.12)"
});
level.fill.push({
x: -3425,
y: -2150,
width: 525,
height: 1550,
color: "rgba(0,0,0,0.12)"
});
level.fill.push({
x: -1850,
y: -1150,
width: 2025,
height: 1150,
color: "rgba(0,0,0,0.12)"
});
//hidden zone
level.fill.push({
x: -4450,
y: -955,
width: 1025,
height: 360,
color: "rgba(64,64,64,0.97)"
});
powerUps.spawn(-4300, -700, "heal");
powerUps.spawn(-4200, -700, "ammo");
powerUps.spawn(-4000, -700, "ammo");
spawn.mapRect(-4450, -1000, 100, 500);
spawn.bodyRect(-3576, -750, 150, 150);
//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.boost(-750, 0, 1700);
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);
if (simulation.difficulty < 4) {
spawn.bodyRect(-1600, -125, 125, 125);
spawn.bodyRect(-1560, -200, 75, 75);
} else {
spawn.bodyRect(-1200, -125, 125, 125);
spawn.bodyRect(-1160, -200, 75, 75);
}
//building 2
spawn.mapRect(-4450, -600, 2300, 750);
spawn.mapRect(-2225, -500, 175, 550);
// spawn.mapRect(-2600, -975, 450, 50);
spawn.boost(-2800, -600, 1700);
spawn.mapRect(-3450, -1325, 550, 50);
spawn.mapRect(-3425, -2200, 525, 50);
spawn.mapRect(-2600, -1700, 450, 50);
// spawn.mapRect(-2600, -2450, 450, 50);
spawn.bodyRect(-2275, -2700, 50, 60);
spawn.bodyRect(-2600, -1925, 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, 1000);
spawn.mapRect(-3750, -2000, 175, 275);
spawn.mapRect(-4000, -2350, 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);
if (simulation.difficulty < 4) spawn.bodyRect(-3760, -2400, 50, 50);
//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.randomGroup(-3250, -2700, 0.2);
spawn.randomGroup(-2450, -1100, 0);
if (simulation.difficulty > 3) spawn.randomLevelBoss(-2400, -3000);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(-1825, -1975);
},
warehouse() {
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(25, -55); //normal spawn
level.exit.x = 425;
level.exit.y = -30;
level.defaultZoom = 1300
simulation.zoomTransition(level.defaultZoom)
spawn.debris(-2250, 1330, 3000, 6); //16 debris per level
spawn.debris(-3000, -800, 3280, 6); //16 debris per level
spawn.debris(-1400, 410, 2300, 5); //16 debris per level
powerUps.spawnStartingPowerUps(25, 500);
document.body.style.backgroundColor = "#dcdcde" //"#f2f5f3";
//background
const BGColor = "rgba(0,0,0,0.1)";
level.fill.push({
x: -3025,
y: 50,
width: 4125,
height: 1350,
color: BGColor
});
level.fill.push({
x: -1800,
y: -500,
width: 1625,
height: 550,
color: BGColor
});
level.fill.push({
x: -175,
y: -250,
width: 350,
height: 300,
color: BGColor
});
level.fill.push({
x: -2600,
y: -150,
width: 700,
height: 200,
color: BGColor
});
level.fillBG.push({
x: 300,
y: -250,
width: 350,
height: 250,
color: "#cff"
});
spawn.mapRect(-1500, 0, 2750, 100);
spawn.mapRect(175, -270, 125, 300);
spawn.mapRect(-1900, -600, 1775, 100);
spawn.mapRect(-1900, -550, 100, 1250);
//house
spawn.mapRect(-175, -550, 50, 400);
spawn.mapRect(-175, -10, 350, 50);
spawn.mapRect(-25, -20, 100, 50);
//exit house
spawn.mapRect(300, -10, 350, 50);
spawn.mapRect(-150, -300, 800, 50);
spawn.mapRect(600, -275, 50, 75);
spawn.mapRect(425, -20, 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, 75);
spawn.mapRect(-1450, 865, 75, 435);
spawn.mapRect(-1450, 662, 75, 100);
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, 400, 250, 275);
// spawn.mapRect(-1950, -400, 100, 25);
spawn.mapRect(-3150, 50, 775, 100);
spawn.mapRect(-2600, -250, 775, 100);
spawn.bodyRect(-1450, -125, 125, 125, 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: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(600, 525, 125, 125, 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: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2550, 1150, 200, 100, 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: 566
});
World.add(engine.world, cons[cons.length - 1]);
//blocks
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(-400, 1175, 100, 250, 1); //block to get to top path on bottom level
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, 0.6);
spawn.randomMob(-2325, 450, 0.6);
spawn.randomMob(-2925, 675, 0.5);
spawn.randomMob(-2700, 300, 0.2);
spawn.randomMob(-2500, 300, 0.2);
spawn.randomMob(-2075, -425, 0.2);
spawn.randomMob(-1550, -725, 0.2);
spawn.randomMob(375, 1100, 0.1);
spawn.randomMob(-1425, -100, 0.1);
spawn.randomMob(-800, -750, 0);
spawn.randomMob(400, -350, 0);
spawn.randomMob(650, 1300, 0);
spawn.randomMob(-750, -150, 0);
spawn.randomMob(475, 300, 0);
spawn.randomMob(-75, -700, 0);
spawn.randomMob(900, -200, -0.1);
spawn.randomGroup(-125, 275, -0.2);
spawn.randomGroup(-825, 1000, 0.2);
spawn.randomGroup(-1300, -1100, -0.3);
if (simulation.difficulty > 3) {
if (Math.random() < 0.25) {
spawn.randomLevelBoss(-800, -1300)
} else {
spawn.snakeBoss(-1000 + Math.random() * 2500, -1300); //boss snake with head
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(300, -800);
},
office() {
let button, door
if (Math.random() < 0.75) { //normal direction start in top left
button = level.button(525, 0)
door = level.door(1362, -200, 25, 200, 195)
level.setPosToSpawn(1375, -1550); //normal spawn
level.exit.x = 3250;
level.exit.y = -530;
// spawn.randomSmallMob(3550, -550);
level.fillBG.push({
x: 3050,
y: -950,
width: 625,
height: 500,
color: "#dff"
});
} else { //reverse direction, start in bottom right
button = level.button(3800, 0)
door = level.door(3012, -200, 25, 200, 195)
level.setPosToSpawn(3250, -550); //normal spawn
level.exit.x = 1375;
level.exit.y = -1530;
// spawn.bodyRect(3655, -650, 40, 150); //door
level.fillBG.push({
x: 725,
y: -1950,
width: 825,
height: 450,
color: "#dff"
});
}
level.custom = () => {
button.query();
button.draw();
if (button.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
level.playerExitCheck();
};
level.customTopLayer = () => {
door.draw();
};
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom)
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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)"
});
spawn.debris(-300, -200, 1000, 4); //ground debris //16 debris per level
spawn.debris(3500, -200, 800, 4); //ground debris //16 debris per level
spawn.debris(-300, -650, 1200, 4); //1st floor debris //16 debris per level
spawn.debris(3500, -650, 800, 5); //1st floor debris //16 debris per level
powerUps.spawnStartingPowerUps(-525, -700);
spawn.mapRect(-600, 0, 2000, 325); //ground
spawn.mapRect(1400, 25, 1600, 300); //ground
spawn.mapRect(3000, 0, 2000, 325); //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(725, -1700, 0, 15); //circle above door
spawn.bodyRect(720, -1675, 15, 170, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//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
});
World.add(engine.world, consBB[consBB.length - 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(375, -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.bodyRect(4250, -700, 50, 100);
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.bodyRect(3665, -650, 20, 150); //door
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
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.randomGroup(1800, -800, -0.2);
spawn.randomGroup(4150, -1000, 0.6);
if (simulation.difficulty > 3) {
if (Math.random() < 0.5) {
// tether ball
level.fillBG.push({
x: 2495,
y: -500,
width: 10,
height: 525,
color: "#ccc"
});
spawn.tetherBoss(2850, -80, { x: 2500, y: -500 })
//chance to spawn a ring of exploding mobs around this boss
if (simulation.difficulty > 6) spawn.nodeGroup(2850, -80, "spawns", 8, 20, 105);
} else {
spawn.randomLevelBoss(2200, -450)
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(1875, -675);
},
stronghold() { // player made level by Francois 👑 from discord
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(1900, -40); //normal spawn
level.exit.x = -350;
level.exit.y = -1250;
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom)
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 20); //exit bump
spawn.debris(3800, -1480, 300, 12);
spawn.debris(3600, -1130, 200, 2);
document.body.style.backgroundColor = "#dbdcde";
// simulation.draw.mapFill = "#444"
// simulation.draw.bodyFill = "rgba(140,140,140,0.85)"
// simulation.draw.bodyStroke = "#222"
level.fillBG.push({
x: -500,
y: -1220,
width: 550,
height: -480,
color: "#edf9f9"
});
level.fillBG.push({
x: 0,
y: -700,
width: 1050,
height: 700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: -550,
y: -1170,
width: 550,
height: 1170,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1150,
y: -1700,
width: 250,
height: 1700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1100,
y: -1700,
width: 50,
height: 450,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1050,
y: -1200,
width: 100,
height: 1200,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1400,
y: -250,
width: 200,
height: -1500,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1600,
y: -550,
width: 600,
height: -1150,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 2530,
y: -550,
width: 430,
height: -1450,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3270,
y: -1700,
width: 80,
height: 600,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3350,
y: -1350,
width: 700,
height: 230,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 4050,
y: -1700,
width: 600,
height: 1290,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3650,
y: -110,
width: 1000,
height: 170,
color: "rgba(0,0,0,0.1)"
});
// __________________________________________________________________________________________________
// Spawn Box
spawn.mapRect(1600, -500, 50, 500); //Left Wall
spawn.mapRect(1600, -550, 1500, 50); //Roof
spawn.mapRect(2300, -500, 50, 300); //Right Wall
spawn.mapRect(-550, 0, 4300, 200); //ground
spawn.mapRect(3700, 55, 1300, 145); //2nd ground
spawn.mapRect(5000, 0, 50, 200); //Last small part of the ground
spawn.mapRect(3100, -1070, 50, 570); // vertical 2nd roof
spawn.mapRect(3100, -1120, 950, 50); // Horizontal 2nd Roof
spawn.mapRect(4050, -1750, 600, 50); // Roof after lift
spawn.mapRect(4600, -1700, 50, 100); // Petit retour de toit, après ascenseur
//Spawn "Upstairs"
spawn.mapRect(3650, -160, 400, 50); //Thin Walk
spawn.mapRect(4050, -410, 600, 300); //Large staircase block
spawn.mapRect(4600, -1120, 50, 710); //Left Wall Wall upstairs
spawn.mapRect(4550, -1170, 100, 50); //Bloque ascenseur
spawn.mapVertex(3700, 35, "0 0 450 0 300 -60 150 -60"); //first slope
spawn.mapVertex(4850, 35, "0 0 370 0 370 -65 150 -65"); //second slope
spawn.boost(4865, 0, 1800); // right boost
spawn.bodyRect(3950, -280, 170, 120); //Bloc Marche Pour Monter À Ascenseur
// spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4050, -500, 275, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4235, -500, 275, 100, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
spawn.bodyRect(4025, -450, 550, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 4325,
y: -1700,
},
bodyB: body[body.length - 1],
stiffness: 0.0002, //1217,
length: 200
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(2799, -870, 310, 290); //Gros bloc angle toit
spawn.mapRect(4000, -1750, 50, 400); //Right Wall Cuve
spawn.mapRect(3400, -1400, 600, 50); // Bottom Cuve
spawn.mapRect(3350, -1750, 50, 400); // Left Wall Cuve
spawn.bodyRect(3400, -1470, 110, 70); //Moyen bloc dans la cuve
spawn.mapRect(3270, -1750, 80, 50); // Rebord gauche cuve
spawn.mapRect(2530, -2000, 430, 50); //First Plateforme
spawn.mapRect(1600, -1750, 600, 50); // Middle plateforme
spawn.mapRect(1100, -1750, 300, 50); //Derniere plateforme // Toit petite boite en [
spawn.bodyRect(1830, -1980, 190, 230); // Fat bloc plateforme middle
spawn.bodyRect(1380, -1770, 250, 20) // Pont last plateforme
spawn.mapRect(1000, -1250, 400, 50); //Sol de la petite boite en [
spawn.mapRect(1100, -1550, 50, 190); //Mur gauche petite boite en [
spawn.bodyRect(1100, -1380, 48, 109); //Bloc-porte petite boite en [
spawn.mapRect(-100, -750, 1100, 50); //Sol last salle
spawn.mapRect(1000, -1200, 50, 500) // Mur droit last salle
spawn.mapRect(50, -1550, 1050, 50); // Toit last salle
spawn.bodyRect(1, -900, 48, 150); //Bloc porte last salle
spawn.mapRect(0, -1170, 50, 270); //Mur gauche en bas last salle
spawn.bodyRect(920, -900, 120, 120); //Gros bloc last salle
spawn.mapRect(0, -1700, 50, 320); // Mur droit salle exit / Mur gauche last salle
spawn.mapRect(-550, -1220, 600, 50); // Sol exit room
spawn.mapRect(-500, -1750, 550, 50); // Toit exit room
spawn.mapRect(-550, -1750, 50, 530); // Mur gauche exit room
spawn.bodyRect(-503, -1250, 30, 30); // Petit bloc exit room
spawn.mapRect(500, -700, 100, 590); //Bloc noir un dessous last salle
spawn.mapRect(1350, -250, 250, 250); //Black Block left from the spawn
spawn.boost(1470, -250, 1080);
spawn.boost(-370, 0, 800);
map[map.length] = Bodies.polygon(2325, -205, 0, 15); //circle above door
spawn.bodyRect(2325, -180, 15, 170, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//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
});
World.add(engine.world, consBB[consBB.length - 1]);
spawn.bodyRect(650, 50, 70, 50);
spawn.bodyRect(300, 0, 100, 60);
spawn.bodyRect(400, 0, 100, 150);
spawn.bodyRect(2545, -50, 70, 50);
spawn.bodyRect(2550, 0, 100, 30);
spawn.randomSmallMob(200, -1300, 0.5);
spawn.randomSmallMob(300, -1300, 0.9);
spawn.randomSmallMob(470, -650, 1);
spawn.randomSmallMob(1000, -400, 1);
spawn.randomSmallMob(2550, -560, 1);
spawn.randomSmallMob(3350, -900, 1);
spawn.randomSmallMob(3600, -1210, 1);
spawn.randomSmallMob(700, -1950, 0.2);
spawn.randomSmallMob(5050, -550);
spawn.randomMob(-250, -250, 0.8);
spawn.randomMob(-300, -600, 0.6);
spawn.randomMob(350, -900, 0.5);
spawn.randomMob(770, -950, 0.8)
spawn.randomMob(900, -160, 1);
spawn.randomMob(2360, -820, 0.8);
spawn.randomMob(2700, -2020, 0.8);
spawn.randomMob(3050, -1650, 0.8);
spawn.randomMob(3350, -600, 0.8);
spawn.randomMob(4400, -50, 1);
spawn.randomGroup(1500, -1900, 0.5);
spawn.randomGroup(2350, -850, 1);
spawn.randomGroup(100, -450, 0.9);
if (simulation.difficulty > 3) spawn.randomLevelBoss(1850, -1400);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
basement() { // player made level by Francois 👑 from discord
let button, door, buttonDoor, buttonPlateformEnd, doorPlateform
let isLevelReversed = Math.random();
if (isLevelReversed < 0.7) {
isLevelReversed = false;
} else {
isLevelReversed = true;
}
const elevator = level.platform(4545, -200, 110, 30, -20)
const hazard = level.hazard(1675, -1050, 800, 150);
const portal = level.portal({
x: -620,
y: -257
}, Math.PI / 2, { //down
x: 500,
y: 2025
}, -Math.PI / 2) //up
spawn.mapRect(350, 2025, 300, 300); //Bloc portail n°2
if (isLevelReversed === false) { /// Normal Spawn
button = level.button(2700, -1150);
level.setPosToSpawn(2600, -2050); //normal spawn
level.exit.x = level.enter.x + 4510;
level.exit.y = level.enter.y + 600;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
} else { /// Reversed spawn
button = level.button(1450, -1150);
buttonPlateformEnd = level.button(3530, -1150);
buttonDoor = level.button(8033, -3625);
door = level.door(7700, -3905, 25, 184, 184);
doorPlateform = level.door(3200, -1225, 299, 80, 525);
level.setPosToSpawn(7110, -1450); //normal spawn
level.exit.x = level.enter.x - 4510;
level.exit.y = level.enter.y - 600;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(7675, -3935, 75, 25);
spawn.mapRect(7675, -3715, 75, 25);
spawn.bodyRect(8075, -3675, 50, 25);
}
level.custom = () => {
level.playerExitCheck();
portal[2].query()
portal[3].query()
button.query();
button.draw();
if (isLevelReversed === true) { ///Reversed spawn
buttonDoor.draw();
buttonDoor.query();
buttonPlateformEnd.draw();
buttonPlateformEnd.query();
// hazard.query(); //bug reported from discord?
if (buttonDoor.isUp) {
door.isOpen = false
} else {
door.isOpen = true
}
door.openClose();
if (buttonPlateformEnd.isUp) {
doorPlateform.isOpen = true;
} else {
doorPlateform.isOpen = false;
}
door.openClose();
doorPlateform.openClose();
}
hazard.level(button.isUp)
};
level.customTopLayer = () => {
if (isLevelReversed === true) {
door.draw();
doorPlateform.draw();
}
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
hazard.draw();
//elevator
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) {
if (elevator.plat.position.y > -200) { //bottom
elevator.plat.speed = -20
elevator.pauseUntilCycle = simulation.cycle + 90
} else if (elevator.plat.position.y < -3000) { //top
elevator.plat.speed = 30
elevator.pauseUntilCycle = simulation.cycle + 90
}
elevator.plat.position = {
x: elevator.plat.position.x,
y: elevator.plat.position.y + elevator.plat.speed
}
elevator.pointA = elevator.plat.position
}
};
level.defaultZoom = 1300
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#c7c7c7";
// GROUND //
spawn.mapRect(-400, -2000, 400, 1430); //Gros left wall
spawn.mapRect(3700, -3000, 700, 2650); //Gros right wall //Puit
spawn.mapRect(-400, -2000, 3700, 250); //Ground
spawn.mapRect(2475, -1150, 1225, 250);
spawn.mapRect(500, -1150, 1175, 250); //Ground level 3
spawn.mapRect(350, -180, 4600, 1255); // Last ground
spawn.mapRect(-400, -458, 750, 3337); //mur left sous-sol
spawn.mapRect(-2850, -3375, 5300, 1375);
spawn.mapRect(-2850, -4200, 8000, 825);
spawn.mapRect(3700, -3375, 550, 375);
spawn.mapRect(-2850, -5200, 10200, 1000);
spawn.mapRect(5600, -1250, 3550, 2000);
spawn.mapRect(9150, -5200, 1725, 5800);
// SPAWN BOX //
spawn.mapRect(2300, -3375, 950, 1000);
spawn.mapRect(3550, -3375, 150, 1625);
spawn.mapVertex(2020, -791, " 250 250 -860 250 -2200 0 250 0"); //map vertex en haut
spawn.mapVertex(690, -295, "1700 0 -200 0 -200 -284 500 -284"); //map vertex en bas
spawn.mapRect(2950, -900, 750, 250); //Extension ground apres map vertex
if (isLevelReversed === false) {
spawn.mapRect(3250, -1800, 50, 150); //Petit picot en haut, à gauche
spawn.mapRect(3400, -1800, 50, 150); //Petit picot en haut, à droite
spawn.mapRect(3150, -1300, 50, 200) //Petit picot en bas, à gauche
spawn.mapRect(3500, -1300, 50, 200) //Petit picot en bas, à droite
spawn.mapRect(3050, -3375, 500, 1260);
spawn.mapRect(3400, -2265, 150, 515); //Mur fond tunnel
spawn.bodyRect(3625, -1225, 75, 75); //Pitit bloc à droite en bas spawn
} else {
spawn.mapRect(3050, -3375, 500, 1000);
spawn.mapRect(3400, -2400, 150, 650); //Mur fond tunnel
spawn.bodyRect(3425, -1515, 75, 75); //Petit en bas spawn
spawn.mapRect(3200, -1275, 300, 175);
}
// TRAMPOLING //
if (isLevelReversed === false) { /// Normal spawn
spawn.bodyRect(0, -1000, 500, 120, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 250,
y: -1750,
},
bodyB: body[body.length - 1],
stiffness: 0.00014,
length: 120
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(0, -1250, 240, 190) //Fat cube ascenseur
} else { /// Reversed spawn
spawn.bodyRect(0, -650, 225, 175);
spawn.mapRect(425, -950, 175, 50);
spawn.mapRect(-25, -1150, 100, 50);
}
// PUIT //
spawn.mapVertex(4200, -1810, "0 0 450 0 600 -2500 0 -2500")
spawn.mapVertex(5000, -1809, "0 0 450 0 450 -2500 -150 -2500")
spawn.mapRect(4800, -3000, 800, 5875); //big right Puit
// BOSS AREA //
spawn.mapRect(4800, -3150, 50, 200); //Premiere barriere
spawn.mapRect(5100, -3530, 50, 380); //2nd barriere
spawn.mapRect(5100, -3200, 150, 50); //Marche en dessous mapVertex 1
spawn.mapVertex(5450, -3650, "220 0 200 30 -200 30 -220 0 -200 -30 200 -30");
spawn.mapVertex(6225, -3350, "275 0 250 50 -250 50 -275 0 -250 -50 250 -50");
spawn.mapRect(5600, -3000, 1600, 725); //ground Boss Area
//Ouverture right boss area
spawn.mapRect(7300, -3325, 50, 50); //petite marche pour accéder à l'ouverture
spawn.mapRect(7350, -4075, 850, 50); //Bouche
spawn.mapRect(7400, -4050, 800, 50); //Bouche
spawn.mapRect(7450, -4025, 750, 50); //Bouche
spawn.mapRect(7500, -4000, 700, 50); //Bouche
spawn.mapRect(7550, -3975, 650, 50); //Bouche
spawn.mapRect(7350, -3600, 850, 50); //Bouche
spawn.mapRect(7400, -3625, 800, 50); //Bouche
spawn.mapRect(7450, -3650, 575, 50); //Bouche
spawn.mapRect(7500, -3675, 525, 50); //Bouche
spawn.mapRect(7550, -3700, 475, 50); //Bouche
spawn.boost(8290, -2100, 1800);
//Murs
spawn.mapRect(7350, -5200, 1800, 1125);
spawn.mapRect(8475, -4075, 675, 2825);
spawn.mapRect(7300, -2100, 1175, 850);
spawn.mapRect(7350, -3550, 850, 1275);
//Escaliers
spawn.mapRect(6600, -2100, 200, 75); //escaliers
spawn.mapRect(6750, -2100, 750, 250); //escaliers
spawn.mapRect(6950, -1850, 550, 200); //escaliers
spawn.mapRect(6750, -1400, 750, 150); //escaliers
spawn.mapRect(6550, -1625, 250, 375); //escaliers
spawn.mapRect(6350, -1800, 250, 550); //escaliers
spawn.mapRect(5600, -2275, 800, 1025); //escaliers
// BLOCS
if (isLevelReversed === false) { /// Normal spawn
spawn.bodyRect(1350, -1175, 225, 25);
spawn.bodyRect(1450, -1200, 25, 25);
} else { /// Reversed spawn
spawn.bodyRect(700, -1175, 225, 25);
spawn.bodyRect(800, -1200, 25, 25);
}
spawn.bodyRect(1100, -1375, 225, 225);
spawn.bodyRect(1775, -925, 75, 25);
spawn.bodyRect(2225, -950, 75, 50);
spawn.bodyRect(2000, -1000, 50, 100);
spawn.bodyRect(3100, -1175, 50, 25);
spawn.bodyRect(2200, -375, 50, 50);
spawn.bodyRect(2200, -425, 50, 50);
spawn.bodyRect(2200, -475, 50, 50);
spawn.bodyRect(2200, -525, 50, 50);
spawn.bodyRect(1050, -400, 50, 25);
spawn.mapRect(2200, -650, 50, 125);
spawn.mapRect(2200, -325, 50, 150);
spawn.mapRect(2875, -225, 250, 50);
spawn.mapRect(2050, -1225, 75, 100); //Plateforme over acid
// MOBS
if (isLevelReversed === false) { ///Normal spawn
if (simulation.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(7000, -3300, { x: 7300, y: -3300 })
if (simulation.difficulty > 4) spawn.nodeGroup(7000, -3300, "spawns", 8, 20, 105);
} else if (simulation.difficulty > 3) {
spawn.randomLevelBoss(6100, -3600, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "pulsarBoss"]);
}
}
} else { /// Reversed spawn
if (simulation.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(2300, -1300, { x: 2300, y: -1750 })
if (simulation.difficulty > 4) spawn.nodeGroup(2350, -1300, "spawns", 8, 20, 105);
} else if (simulation.difficulty > 3) {
spawn.randomLevelBoss(2300, -1400, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "snakeBoss", "pulsarBoss"]);
}
}
}
spawn.randomSmallMob(100, -1000, 1);
spawn.randomSmallMob(1340, -675, 1);
spawn.randomSmallMob(7000, -3750, 1);
spawn.randomSmallMob(6050, -3200, 1);
spawn.randomMob(1970 + 10 * Math.random(), -1150 + 20 * Math.random(), 1);
spawn.randomMob(3500, -525, 0.8);
spawn.randomMob(6700, -3700, 0.8);
spawn.randomMob(2600, -1300, 0.7);
spawn.randomMob(600, -1250, 0.7);
spawn.randomMob(2450, -250, 0.6);
spawn.randomMob(6200, -3200, 0.6);
spawn.randomMob(900, -700, 0.5);
spawn.randomMob(1960, -400, 0.5);
spawn.randomMob(5430, -3520, 0.5);
spawn.randomMob(400, -700, 0.5);
spawn.randomMob(6500, -4000, 0.4);
spawn.randomMob(3333, -400, 0.4);
spawn.randomMob(3050, -1220, 0.4);
spawn.randomMob(800, 1200, 0.3);
spawn.randomMob(7200, -4000, 0.3);
spawn.randomMob(250, -1550, 0.3);
spawn.randomGroup(900, -1450, 0.3);
spawn.randomGroup(2980, -400, 0.3);
spawn.randomGroup(5750, -3860, 0.4);
spawn.randomGroup(1130, 1300, 0.1);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
powerUps.spawn(1900, -940, "heal");
powerUps.spawn(3000, -230, "heal");
powerUps.spawn(5450, -3675, "ammo");
// SECRET BOSS AREA //
//hidden zone
level.fill.push({
x: -750,
y: -900,
width: 750,
height: 450,
color: "rgba(61,62,62,0.95)"
});
//hidden house
spawn.mapRect(-850, -2000, 600, 1150); //Toit hidden house
spawn.mapRect(-2850, -2000, 2150, 4880); //Mur gauche hidden house
spawn.mapRect(-850, -458, 500, 3340); //Bloc sol hidden house
//
spawn.mapRect(-400, 2025, 3450, 850); //Sol secret boss area
spawn.mapRect(625, 1300, 225, 50); //Plateforme horizontale n°1
spawn.mapRect(850, 1775, 470, 50); //Plateforme horizontale n°2
spawn.mapRect(1000, 1625, 100, 150); //Plateforme vertiale n°1
spawn.mapRect(1400, 1275, 100, 100); //Plateforme carrée
spawn.mapRect(1700, 1675, 75, 450); //Plateforme verticale n°2
spawn.mapRect(2100, 1375, 450, 50); //Plateforme accroche boss
spawn.mapRect(2900, 900, 175, 325); //Débord de toit droite haut
spawn.mapRect(2900, 1675, 150, 350); //Muret en bas à droite
spawn.mapRect(2900, 1225, 75, 100); //Picot haut entrée salle trésor
spawn.mapRect(2900, 1575, 75, 100); //Picot bas entrée salle trésor
spawn.mapRect(2800, 1575, 100, 25); //Plongeoir sortie salle trésor
spawn.mapRect(3050, 1675, 400, 1200); //Sol sallle trésor
spawn.mapRect(3075, 1075, 375, 150); //Plafond salle trésor
spawn.mapRect(3300, 1075, 1500, 1800); //Mur droite salle trésor
// tether ball
spawn.tetherBoss(2330, 1850, { x: 2330, y: 1425 })
//chance to spawn a ring of exploding mobs around this boss
if (simulation.difficulty > 4) spawn.nodeGroup(2330, 1850, "spawns", 8, 20, 105);
powerUps.chooseRandomPowerUp(3100, 1630);
},
detours() {
level.setPosToSpawn(0, 0); //lower start
level.exit.y = 150;
spawn.mapRect(level.enter.x, 45, 100, 20);
level.exit.x = 10625;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 1400;
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d5d5d5";
const BGColor = "rgba(0,0,0,0.1)";
level.fill.push({
x: -150,
y: -250,
width: 625,
height: 325,
color: BGColor
});
level.fill.push({
x: 475,
y: -520,
width: 5375,
height: 875,
color: BGColor
});
level.fill.push({
x: 5850,
y: -1275,
width: 2800,
height: 2475,
color: BGColor
});
level.fill.push({
x: 8650,
y: -500,
width: 1600,
height: 750,
color: BGColor
});
level.fill.push({
x: 10250,
y: -700,
width: 900,
height: 950,
color: BGColor
});
const balance = level.spinner(5500, -412.5, 25, 660) //entrance
const rotor = level.rotor(7000, 580, -0.001);
const doorSortieSalle = level.door(8590, -520, 20, 800, 750)
let buttonSortieSalle
let portalEnBas
let portalEnHaut
let door3isOpen = false;
function drawOnTheMapMapRect(x, y, dx, dy) {
spawn.mapRect(x, y, dx, dy);
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
simulation.draw.setPaths() //update map graphics
}
function drawOnTheMapBodyRect(x, y, dx, dy) {
spawn.bodyRect(x, y, dx, dy);
len = body.length - 1
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
World.add(engine.world, body[len]); //add to world
body[len].classType = "body"
}
function spawnCouloirEnHaut() {
level.fill.push({
x: 2575,
y: -1150,
width: 2550,
height: 630,
color: BGColor
});
level.fill.push({
x: 1900,
y: -2300,
width: 1650,
height: 1150,
color: BGColor
});
level.fill.push({
x: 3550,
y: -1625,
width: 1650,
height: 475,
color: BGColor
});
level.fill.push({
x: 1800,
y: -1120,
width: 775,
height: 600,
color: BGColor
});
drawOnTheMapMapRect(3800, -270, 75, 75);
drawOnTheMapMapRect(3900, -895, 500, 75);
drawOnTheMapMapRect(3900, -1195, 75, 375);
drawOnTheMapMapRect(3525, -1195, 450, 75);
drawOnTheMapMapRect(3525, -1995, 50, 1575);
drawOnTheMapMapRect(3325, -1995, 50, 1575);
drawOnTheMapMapRect(3525, -1670, 1675, 75);
drawOnTheMapMapRect(5100, -1670, 100, 1250);
drawOnTheMapMapRect(1800, -1195, 1575, 75);
drawOnTheMapMapRect(1800, -1520, 375, 400);
drawOnTheMapMapRect(1800, -2370, 100, 1250);
drawOnTheMapMapRect(2375, -1845, 375, 250);
drawOnTheMapMapRect(2700, -1745, 650, 75);
drawOnTheMapMapRect(1800, -2370, 1775, 100);
drawOnTheMapMapRect(3525, -2370, 50, 775);
drawOnTheMapMapRect(4650, -1220, 550, 75);
drawOnTheMapBodyRect(3225, -1845, 100, 100);
drawOnTheMapBodyRect(3575, 1255, 125, 25);
drawOnTheMapBodyRect(2450, 2255, 25, 25);
drawOnTheMapBodyRect(3975, -945, 175, 50);
drawOnTheMapBodyRect(4825, -1295, 50, 75);
drawOnTheMapBodyRect(4850, -720, 250, 200);
drawOnTheMapBodyRect(4050, -970, 25, 25);
drawOnTheMapBodyRect(3075, -1245, 50, 50);
portalEnHaut = level.portal({
x: 3650,
y: -1470
}, Math.PI / 2, {
x: 3250,
y: -1473
}, Math.PI / 2)
spawn.randomSmallMob(2500, -2070 + Math.random(), 1);
spawn.randomSmallMob(5000, -1370, 1);
spawn.randomMob(5000, -645, 0.9);
spawn.randomMob(4050, -970, 0.9);
spawn.randomSmallMob(2800, -1620, 0.7);
spawn.randomMob(2400, -1370, 0.5);
spawn.randomMob(3725, -1320, 0.3);
spawn.randomGroup(2115, -2020, 0.1)
powerUps.spawn(5000, -1275, "heal");
levelCustom2();
}
//////////////////////////////////////////
level.custom = () => {
level.playerExitCheck();
rotor.rotate();
// rotor2.rotate()
};
level.customTopLayer = () => {
doorSortieSalle.draw();
ctx.fillStyle = "#233"
ctx.beginPath();
ctx.arc(balance.pointA.x, balance.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
};
////////////////////////////////////////
function levelCustom2() {
level.custom = () => {
portalEnHaut[2].query();
portalEnHaut[3].query();
rotor.rotate();
doorSortieSalle.openClose();
level.playerExitCheck();
};
// //////////////////////////////////////
level.customTopLayer = () => {
doorSortieSalle.draw();
portalEnHaut[0].draw();
portalEnHaut[1].draw();
portalEnHaut[2].draw();
portalEnHaut[3].draw();
ctx.fillStyle = "#233"
ctx.beginPath();
ctx.arc(balance.pointA.x, balance.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
};
}
//spawn box
spawn.mapRect(-200, -295, 75, 425);
spawn.mapRect(-200, 55, 700, 75);
spawn.mapRect(-200, -295, 700, 75);
spawn.bodyRect(470, -220, 25, 275); //porte spawn box
//couloir
spawn.mapRect(450, -520, 50, 300); //muret gauche haut
spawn.mapRect(450, 55, 50, 300); //muret gauche bas
spawn.mapRect(1700, -520, 50, 325); //muret 2 haut
spawn.mapRect(1700, 55, 50, 300); //muret 2 bas
spawn.mapRect(4375, 55, 50, 300);
spawn.mapRect(4575, 55, 50, 300);
spawn.bodyRect(4625, 155, 75, 100);
spawn.bodyRect(4725, 230, 50, 25);
if (Math.random() > 0.5) {
powerUps.chooseRandomPowerUp(4500, 200);
} else {
powerUps.chooseRandomPowerUp(8350, -630);
}
//blocs
spawn.bodyRect(7475, 1055, 50, 75);
spawn.bodyRect(7775, 1105, 25, 25);
spawn.bodyRect(6925, 1105, 125, 25);
spawn.bodyRect(6375, 380, 50, 50);
spawn.bodyRect(6425, -220, 125, 150);
spawn.bodyRect(6475, -245, 125, 25);
spawn.bodyRect(7675, -245, 100, 50);
spawn.bodyRect(7075, -520, 50, 100);
spawn.bodyRect(8400, -595, 100, 75);
spawn.bodyRect(1700, 5, 50, 50);
spawn.bodyRect(1700, -45, 50, 50);
spawn.bodyRect(1700, -95, 50, 50);
spawn.bodyRect(1700, -145, 50, 50);
spawn.bodyRect(1700, -195, 50, 50);
spawn.mapRect(450, -520, 1600, 100); //plafond 1
spawn.mapRect(450, 255, 1600, 100); //sol 1
spawn.mapRect(2250, -45, 1450, 75); //entresol
spawn.mapRect(3900, -520, 2000, 100); //plafond 2
spawn.mapRect(3900, 255, 2000, 100); //sol 2
//grande salle
spawn.bodyRect(5900, 830, 325, 300); //bloc en bas à gauche
spawn.mapRect(5775, -1295, 2900, 100);
spawn.mapRect(5775, 1130, 2900, 100); //plancher + sol grande salle
spawn.mapRect(5925, -70, 650, 50); //plateforme middle entrée
spawn.mapRect(7575, -520, 1100, 100); //sol salle en haut à droite
spawn.mapRect(6800, -420, 450, 50); //petite plateforme transition vers salle en haut
spawn.mapRect(7750, -1295, 75, 575); //mur gauche salle en haut à droite
spawn.mapRect(6100, 430, 375, 50); //plateforme en bas, gauche rotor
spawn.mapRect(7450, -195, 1225, 75); //longue plateforme
//murs grande salle
spawn.mapRect(5775, -1295, 125, 875);
spawn.mapRect(5775, 255, 125, 975);
spawn.mapRect(8550, -1295, 125, 875);
spawn.mapRect(8550, 180, 125, 1050);
//couloir 2
spawn.mapRect(8875, -520, 1425, 325);
spawn.mapRect(8550, -520, 1750, 100);
spawn.mapRect(8550, 180, 2625, 100);
spawn.mapRect(10175, -745, 125, 325);
spawn.mapRect(10175, -745, 1000, 125);
spawn.mapRect(11050, -745, 125, 1025);
spawn.mapRect(8875, 80, 1425, 200);
//MOBS
spawn.randomSmallMob(900, -70, 1);
spawn.randomMob(4300, 95, 1);
spawn.randomSmallMob(6250, 630, 1);
spawn.randomMob(6255, -835, 0.9);
spawn.randomMob(8200, -900, 0.7);
spawn.randomMob(5700, -270, 0.7);
spawn.randomMob(8275, -320, 0.7);
spawn.randomMob(2700, -270, 0.7);
spawn.randomMob(7575, 950, 0.5);
spawn.randomMob(7000, -695, 0.4);
spawn.randomMob(1850, -345, 0.3);
spawn.randomMob(3600, -270, 0.3);
spawn.randomMob(1500, -270, 0.2);
spawn.randomMob(1250, 55, 0.2);
spawn.randomMob(8800, -45, 0.2);
spawn.randomGroup(8025, -845, 0.2);
if (simulation.difficulty > 2) {
// if (Math.random() < 0.2) {
// // tether ball
// spawn.tetherBoss(8000, 630, { x: 8550, y: 680 })
// let me = mob[mob.length - 1];
// me.onDeath = function() {
// this.removeCons(); //remove constraint
// spawnCouloirEnHaut()
// doorSortieSalle.isOpen = false;
// };
// if (simulation.difficulty > 4) spawn.nodeGroup(8000, 630, "spawns", 8, 20, 105);
// } else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss", "orbitalBoss", "pulsarBoss"]);
//find level boss index
let me
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isBoss) me = mob[i]
}
if (me) {
me.onDeath = function() {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
} else {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
}
// }
} else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
let me
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isBoss) me = mob[i]
}
if (me) {
me.onDeath = function() {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
} else {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
}
}
},
house() {
const rotor = level.rotor(4315, -315, -0.0002, 120, 20, 200);
const hazard = level.hazard(4350, -1000, 300, 110);
const doorBedroom = level.door(1152, -1150, 25, 250, 250);
const doorGrenier = level.door(1152, -1625, 25, 150, 160);
const buttonBedroom = level.button(1250, -850);
const voletLucarne1 = level.door(1401, -2150, 20, 26, 28);
const voletLucarne2 = level.door(1401, -2125, 20, 26, 53);
const voletLucarne3 = level.door(1401, -2100, 20, 26, 78);
const voletLucarne4 = level.door(1401, -2075, 20, 26, 103);
const voletLucarne5 = level.door(1401, -2050, 20, 26, 128);
const voletLucarne6 = level.door(1401, -2025, 20, 26, 153);
let hasAlreadyBeenActivated = false;
let grd
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 3100;
level.exit.y = -2480;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "rgb(170 170 170)"
level.custom = () => {
hazard.query();
buttonBedroom.query();
buttonBedroom.draw();
if (buttonBedroom.isUp) {
if (hasAlreadyBeenActivated == false) {
doorBedroom.isOpen = true;
doorGrenier.isOpen = true;
voletLucarne1.isOpen = true;
voletLucarne2.isOpen = true;
voletLucarne3.isOpen = true;
voletLucarne4.isOpen = true;
voletLucarne5.isOpen = true;
voletLucarne6.isOpen = true;
}
} else {
doorBedroom.isOpen = false;
doorGrenier.isOpen = false;
voletLucarne1.isOpen = false;
voletLucarne2.isOpen = false;
voletLucarne3.isOpen = false;
voletLucarne4.isOpen = false;
voletLucarne5.isOpen = false;
voletLucarne6.isOpen = false;
if (hasAlreadyBeenActivated == false) {
hasAlreadyBeenActivated = true;
}
}
doorBedroom.openClose();
doorGrenier.openClose();
voletLucarne1.openClose();
voletLucarne2.openClose();
voletLucarne3.openClose();
voletLucarne4.openClose();
voletLucarne5.openClose();
voletLucarne6.openClose();
rotor.rotate();
///
grd = ctx.createRadialGradient(512.5, -1025, 5, 512.5, -1025, 100);
grd.addColorStop(0, "rgb(255, 199, 43)");
grd.addColorStop(1, "rgb(170 170 170)");
ctx.fillStyle = grd;
ctx.fillRect(450, -1025, 125, 100);
///
grd = ctx.createRadialGradient(762.5, -1025, 5, 762.5, -1025, 100);
grd.addColorStop(0, "rgb(255, 199, 43, 1)");
grd.addColorStop(1, "rgb(170 170 170)");
ctx.fillStyle = grd;
ctx.fillRect(700, -1025, 125, 100);
///
ctx.lineWidth = 7;
ctx.strokeStyle = "#444444"
ctx.strokeRect(1650, -1300, 175, 150);
chair.force.y += chair.mass * simulation.g;
chair2.force.y += chair2.mass * simulation.g;
person.force.y += person.mass * simulation.g;
level.playerExitCheck();
};
level.customTopLayer = () => {
hazard.draw();
doorBedroom.draw();
doorGrenier.draw();
voletLucarne1.draw();
voletLucarne2.draw();
voletLucarne3.draw();
voletLucarne4.draw();
voletLucarne5.draw();
voletLucarne6.draw();
};
//colors
level.fillBG.push({
x: 1175,
y: -1425,
width: 4000,
height: 1200,
color: "rgb(221, 221, 221)"
})
level.fillBG.push({
x: 1650,
y: -1300,
width: 175,
height: 150,
color: "rgb(170 170 170)"
})
level.fillBG.push({ //lampadaire
x: 624,
y: -1150,
width: 28,
height: 1075,
color: "rgb(77, 76, 76)"
});
//tele
level.fillBG.push({ //zone 1
x: 3420,
y: -380,
width: 285,
height: 40,
color: "#ababab"
})
level.fillBG.push({ //poignée 1
x: 3555,
y: -367.5,
width: 15,
height: 15,
color: "#474747"
})
level.fillBG.push({ //entre-deux 1
x: 3418,
y: -344,
width: 288,
height: 8,
color: "#474747"
})
level.fillBG.push({ //zone 2
x: 3420,
y: -340,
width: 285,
height: 40,
color: "#ababab"
})
level.fillBG.push({ //poignée 2
x: 3555,
y: -327.5,
width: 15,
height: 15,
color: "#474747"
})
level.fillBG.push({ //entre-deux 2
x: 3418,
y: -304,
width: 288,
height: 8,
color: "#474747"
})
level.fillBG.push({ //zone 3
x: 3420,
y: -300,
width: 285,
height: 45,
color: "#ababab"
})
level.fillBG.push({ //poignée 3
x: 3555,
y: -285,
width: 15,
height: 15,
color: "#474747"
})
level.fillBG.push({ //door bathroom
x: 3800,
y: -1275,
width: 250,
height: 425,
color: "rgba(141, 141, 141,1)",
})
level.fillBG.push({ //door bathroom //top border
x: 3800,
y: -1275,
width: 250,
height: 3,
color: "#000",
})
level.fillBG.push({ //door bathroom //right border
x: 4048,
y: -1275,
width: 3,
height: 425,
color: "#000",
})
level.fillBG.push({ //door bathroom //left border
x: 3800,
y: -1275,
width: 3,
height: 425,
color: "#000",
})
level.fillBG.push({ //poignée door bathroom
x: 3830,
y: -1050,
width: 35,
height: 10,
color: "#000",
})
level.fillBG.push({ //background bathroom
x: 4050,
y: -1425,
width: 1125,
height: 600,
// color:"#c1d7db"
color: "rgba(225, 242, 245,0.6)"
})
level.fillBG.push({ //window
x: 1736,
y: -1300,
width: 3,
height: 150,
color: "#444"
})
level.fillBG.push({ //window
x: 1650,
y: -1224,
width: 175,
height: 3,
color: "#444"
})
let color = Math.random().toString(16).substr(-6);
level.fillBG.push({ //écran
x: 3375,
y: -625,
width: 375,
height: 175,
color: '#' + color
})
level.fill.push({ //hidden zone
x: 2800,
y: -400,
width: 275,
height: 175,
color: "rgba(64,64,64,0.97)"
})
function drawCarreaux(x, y, width, height) {
level.fillBG.push({ //carreaux
x: x,
y: y,
width: width,
height: height,
color: "rgba(166, 166, 166,0.8)"
})
}
for (let i = 0; i < 28; i++) {
drawCarreaux(4050 + i * 40, -1425, 1, 600);
}
for (let i = 0; i < 15; i++) {
drawCarreaux(4050, -1425 + i * 40, 1125, 2);
}
//chairs
const part1 = Matter.Bodies.rectangle(4525, -255, 25, 200, {
density: 0.0005,
isNotHoldable: true,
});
const part2 = Matter.Bodies.rectangle(4562, -235, 100, 25, {
density: 0.0005,
isNotHoldable: true,
});
const part3 = Matter.Bodies.rectangle(4600, -202, 25, 91.5, {
density: 0.0005,
isNotHoldable: true,
});
const part4 = Matter.Bodies.rectangle(5100, -255, 25, 200, {
density: 0.0005,
isNotHoldable: true,
});
const part5 = Matter.Bodies.rectangle(5063, -235, 100, 25, {
density: 0.0005,
isNotHoldable: true,
});
const part6 = Matter.Bodies.rectangle(5025, -202, 25, 91.5, {
density: 0.0005,
isNotHoldable: true,
});
chair = Body.create({
parts: [part1, part2, part3],
});
chair2 = Body.create({
parts: [part4, part5, part6],
});
World.add(engine.world, [chair]);
World.add(engine.world, [chair2]);
composite[composite.length] = chair;
composite[composite.length] = chair2;
body[body.length] = part1;
body[body.length] = part2;
body[body.length] = part3;
body[body.length] = part4;
body[body.length] = part5;
body[body.length] = part6;
setTimeout(function() {
chair.collisionFilter.category = cat.body;
chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
setTimeout(function() {
chair2.collisionFilter.category = cat.body;
chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
var head = Matter.Bodies.rectangle(300, -200 - 60, 34, 40, {
isNotHoldable: true,
});
var chest = Matter.Bodies.rectangle(300, -200, 55, 80, {
isNotHoldable: true,
});
var rightUpperArm = Matter.Bodies.rectangle(300 + 39, -200 - 15, 20, 40, {
isNotHoldable: true,
});
var rightLowerArm = Matter.Bodies.rectangle(300 + 39, -200 + 25, 20, 60, {
isNotHoldable: true,
});
var leftUpperArm = Matter.Bodies.rectangle(300 - 39, -200 - 15, 20, 40, {
isNotHoldable: true,
});
var leftLowerArm = Matter.Bodies.rectangle(300 - 39, -200 + 25, 20, 60, {
isNotHoldable: true,
});
var leftUpperLeg = Matter.Bodies.rectangle(300 - 20, -200 + 57, 20, 40, {
isNotHoldable: true,
});
var leftLowerLeg = Matter.Bodies.rectangle(300 - 20, -200 + 97, 20, 60, {
isNotHoldable: true,
});
var rightUpperLeg = Matter.Bodies.rectangle(300 + 20, -200 + 57, 20, 40, {
isNotHoldable: true,
});
var rightLowerLeg = Matter.Bodies.rectangle(300 + 20, -200 + 97, 20, 60, {
isNotHoldable: true,
});
//man
var person = Body.create({
parts: [chest, head, leftLowerArm, leftUpperArm,
rightLowerArm, rightUpperArm, leftLowerLeg,
rightLowerLeg, leftUpperLeg, rightUpperLeg
],
});
World.add(engine.world, [person]);
composite[composite.length] = person
body[body.length] = chest
body[body.length] = head
body[body.length] = part3
body[body.length] = leftLowerLeg
body[body.length] = leftUpperLeg
body[body.length] = leftUpperArm
body[body.length] = leftLowerArm
body[body.length] = rightLowerLeg
body[body.length] = rightUpperLeg
body[body.length] = rightLowerArm
body[body.length] = rightUpperArm
setTimeout(function() {
person.collisionFilter.category = cat.body;
person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
//rez de chaussée
spawn.mapRect(-200, 0, 5400, 100); //ground
spawn.mapRect(1150, -255, 4050, 355); //additionnal ground
spawn.mapRect(800, -255, 400, 90); //1st step
spawn.mapRect(650, -170, 550, 90); //2nd step
spawn.mapRect(500, -85, 700, 90); //3rd step
spawn.mapRect(1150, -850, 50, 175); //porte entrée
spawn.bodyRect(1162.5, -675, 25, 420) //porte entrée
spawn.mapRect(1150, -850, 1500, 50); //plafond 1
spawn.mapRect(3025, -850, 2175, 50); //plafond 2
spawn.mapRect(5150, -850, 50, 650); //mur cuisine
//lave-vaisselle
spawn.mapRect(4225, -400, 25, 150);
spawn.mapRect(4225, -400, 175, 25);
spawn.mapRect(4375, -400, 25, 150);
spawn.bodyRect(4350, -350, 20, 40);
spawn.bodyRect(4325, -325, 20, 20);
spawn.bodyRect(4325, -275, 20, 20);
//escalier
spawn.mapRect(3025, -850, 50, 225);
spawn.mapRect(2925, -775, 150, 150);
spawn.mapRect(2800, -700, 275, 75);
spawn.mapRect(2575, -400, 175, 175);
spawn.mapRect(2475, -325, 175, 100);
spawn.mapRect(2675, -475, 400, 100);
spawn.mapRect(2675, -475, 150, 250);
//cuisine
spawn.mapRect(4025, -850, 50, 175); //porte cuisine
spawn.mapRect(4025, -375, 50, 125); //porte cuisine
map[map.length] = Bodies.polygon(4050, -675, 0, 15); //circle above door
spawn.bodyRect(4040, -650, 20, 260, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//makes door swing
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - 1],
pointA: {
x: 0,
y: -130
},
bodyB: map[map.length - 1],
stiffness: 1
});
World.add(engine.world, consBB[consBB.length - 1]);
//table + chaises
spawn.mapRect(4025, -850, 50, 175);
spawn.mapRect(4650, -375, 325, 25);
spawn.mapRect(4700, -350, 25, 100);
spawn.mapRect(4900, -350, 25, 100);
spawn.bodyRect(4875, -400, 75, 25);
spawn.bodyRect(4700, -400, 75, 25);
//murs télé
spawn.mapRect(3400, -400, 20, 150);
spawn.mapRect(3705, -400, 20, 150);
spawn.mapRect(3400, -400, 325, 20);
//socle écran
spawn.mapRect(3500, -415, 125, 17);
spawn.mapRect(3550, -450, 25, 50);
// ???
spawn.bodyRect(3075, -375, 125, 125);
spawn.bodyRect(3075, -400, 50, 25);
spawn.bodyRect(3725, -325, 100, 75);
spawn.bodyRect(3375, -275, 25, 25);
// premier étage
spawn.mapRect(1150, -1450, 4050, 50);
spawn.mapRect(5150, -1450, 50, 650);
spawn.mapRect(1150, -1450, 50, 300);
spawn.mapRect(1150, -900, 50, 100);
spawn.mapVertex(1066, -730, "-200 60 0 -60 100 -60 100 60")
//chambre
spawn.mapRect(2350, -1450, 50, 175); //porte chambre
//lit
spawn.mapRect(1475, -1025, 25, 225); //pied de lit 1
spawn.mapRect(1850, -925, 25, 125); //pied de lit 2
spawn.mapRect(1475, -925, 400, 50); //sommier
spawn.bodyRect(1500, -950, 375, 25); //matelat
spawn.bodyRect(1500, -1000, 75, 50); //oreiller
//table
spawn.bodyRect(1950, -1000, 30, 150); //pied table
spawn.bodyRect(2250, -1000, 30, 150); //pied table
spawn.bodyRect(1920, -1025, 390, 25); //table
//salle de bain
spawn.mapRect(4025, -1450, 50, 175); //porte salle de bain
map[map.length] = Bodies.polygon(5050, -925, 0, 35.4);
spawn.mapRect(5015, -960, 125, 40);
spawn.mapRect(5050, -925, 90, 35.4);
spawn.mapVertex(5086.5, -875, "100 60 -30 60 20 0 100 0")
spawn.mapRect(5125, -1070, 15, 120)
spawn.bodyRect(5016, -965, 108, 15)
//baignoire
spawn.mapVertex(4316, -965, "30 100 0 100 -80 -50 30 -50") //bord 1
spawn.mapVertex(4675, -961.5, "30 100 0 100 0 -50 80 -50") //bord 2
spawn.mapVertex(4400, -860, "0 -20 -20 20 20 20 0 -20") //pied 1
spawn.mapVertex(4600, -860, "0 -20 -20 20 20 20 0 -20") //pied 2
spawn.mapRect(4325, -900, 350, 25); //fond baignoire
spawn.mapRect(4300, -1175, 25, 175);
spawn.mapRect(4300, -1175, 125, 25);
spawn.mapRect(4400, -1175, 25, 50); //pied pommeau de douche
spawn.mapVertex(4412.5, -1105, "-20 -20 -30 40 30 40 20 -20") //pommeau de douche
//grenier
spawn.mapRect(1150, -1475, 50, 50);
spawn.mapRect(1150, -1800, 50, 175);
spawn.mapRect(5150, -1800, 50, 400); //murs
spawn.mapVertex(1300, -1900, "-150 200 -200 200 50 0 100 0");
spawn.mapVertex(1800, -2300, "-150 200 -200 200 175 -100 225 -100");
spawn.mapRect(1390, -2180, 250, 30); //lucarne
spawn.mapVertex(5050, -1900, "150 200 200 200 -50 0 -100 0");
spawn.mapVertex(4550, -2300, "150 200 200 200 -175 -100 -225 -100");
spawn.mapRect(4710, -2175, 250, 25); //lucarne 2
spawn.mapRect(5150, -1450, 200, 50);
//obstacles
spawn.mapRect(3775, -1800, 99, 50);
spawn.mapRect(2425, -2150, 50, 425);
spawn.mapRect(2150, -1775, 325, 50);
spawn.mapRect(3825, -2150, 50, 750);
spawn.mapRect(3826, -2150, 149, 50);
spawn.mapRect(4125, -2150, 149, 50);
spawn.mapRect(4225, -2150, 50, 450);
spawn.mapRect(4225, -1750, 250, 50);
level.chain(2495, -2130, 0, true, 10);
spawn.bodyRect(2950, -375, 120, 120) //bloc hidden zone
spawn.bodyRect(2350, -1850, 75, 75);
spawn.bodyRect(4275, -1900, 75, 100);
spawn.bodyRect(4825, -1650, 325, 200);
spawn.bodyRect(5025, -1725, 25, 25);
spawn.bodyRect(4900, -1700, 200, 75);
spawn.mapVertex(2950, -2096, "-75 -50 75 -50 75 0 0 100 -75 0")
/*cheminée + roof*/
spawn.mapRect(1963, -2450, 2425, 35);
spawn.mapRect(2925, -2900, 125, 480);
spawn.mapRect(2900, -2900, 175, 75);
spawn.mapRect(2900, -2975, 25, 100);
spawn.mapRect(3050, -2975, 25, 100);
spawn.mapRect(2875, -3000, 225, 25);
// lampadaire + jump
spawn.mapRect(1000, -1450, 200, 25);
spawn.mapRect(500, -1150, 275, 25);
spawn.mapRect(750, -1150, 25, 75);
spawn.mapRect(500, -1150, 25, 75);
spawn.mapRect(450, -1075, 125, 50);
spawn.mapRect(700, -1075, 125, 50);
spawn.mapRect(2985, -4600, 0.1, 1700)
//bodyRects ~= debris
spawn.bodyRect(1740, -475, 80, 220)
spawn.bodyRect(1840, -290, 38, 23)
spawn.bodyRect(1200 + 1475 * Math.random(), -350, 15 + 110 * Math.random(), 15 + 110 * Math.random());
spawn.bodyRect(1200 + 1475 * Math.random(), -350, 15 + 110 * Math.random(), 15 + 110 * Math.random());
spawn.bodyRect(3070 + 600 * Math.random(), -1100, 20 + 50 * Math.random(), 150 + 100 * Math.random())
spawn.bodyRect(3050 + 1000 * Math.random(), -920, 30 + 100 * Math.random(), 15 + 65 * Math.random());
spawn.bodyRect(1600 + 250 * Math.random(), -1540, 80, 220) //boss room
spawn.debris(3070, -900, 1000, 3); //16 debris per level
spawn.debris(1200, -350, 1475, 4); //16 debris per level
spawn.debris(1250, -1550, 3565, 9); //16 debris per level
powerUps.chooseRandomPowerUp(2860, -270);
// Mobs
spawn.randomSmallMob(1385, -600, 1);
spawn.randomSmallMob(5000, -680, 1);
spawn.randomSmallMob(4750, -925, 1);
spawn.randomSmallMob(2300, -1830, 1);
spawn.randomMob(3170, -720, 0.8);
spawn.randomMob(3700, -975, 0.8);
spawn.randomMob(2625, -1150, 0.7);
spawn.randomMob(4175, -750, 0.7);
spawn.randomMob(2100, -370, 0.7);
spawn.randomMob(2000, -1230, 0.7);
spawn.randomMob(4175, -1075, 0.6);
spawn.randomMob(3965, -1650, 0.6)
spawn.randomMob(4650, -1750, 0.6);
spawn.randomMob(830, -1170, 0.5);
spawn.randomGroup(3730, -1100, 0.5);
spawn.randomMob(2650, -2250, 0.3);
spawn.randomMob(1615, -2270, 0.3);
spawn.randomMob(1380, -1280, 0.25);
spawn.randomMob(2280, -650, 0.2);
spawn.randomGroup(2450, -2650, 0.2);
spawn.randomMob(3800, -580, 0.2);
spawn.randomMob(4630, -425, 0.1);
spawn.randomGroup(630, -1300, -0.1);
spawn.randomGroup(3450, -2880, -0.2)
if (simulation.difficulty > 3) {
if (Math.random() < 0.16) {
spawn.tetherBoss(3380, -1775, { x: 3775, y: -1775 })
if (simulation.difficulty > 4) spawn.nodeGroup(3380, -1775, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
} else {
spawn.randomLevelBoss(3100, -1850, ["shooterBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "snakeBoss", "laserBoss"]);
}
}
}
};