1425 lines
49 KiB
JavaScript
1425 lines
49 KiB
JavaScript
//global game variables
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let body = []; //non static bodies
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let map = []; //all static bodies
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let cons = []; //all constraints between a point and a body
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let consBB = []; //all constraints between two bodies
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//main object for spawning levels
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const level = {
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maxJump: 390,
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boostScale: 0.000023,
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levels: ["skyscrapers", "rooftops", "warehouse", "highrise", "towers"],
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onLevel: 0,
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start() {
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// game.zoomScale = 1400 //1400
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if (game.levelsCleared === 0) {
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this.intro();
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// spawn.setSpawnList();
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// game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
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// this.bosses();
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// this.testingMap();
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// this.skyscrapers();
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// this.rooftops();
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// this.warehouse();
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// this.highrise();
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// this.towers();
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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this.levelAnnounce();
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}
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game.setZoom();
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this.addToWorld(); //add bodies to game engine
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game.draw.setPaths();
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},
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//******************************************************************************************************************
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//******************************************************************************************************************
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testingMap() {
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game.zoomScale = 1400 //1400 is normal
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game.zoomTransition(1400)
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spawn.setSpawnList();
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game.levelsCleared = 7; //for testing to simulate all possible mobs spawns
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for (let i = 0; i < 7; i++) {
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game.dmgScale += 0.4; //damage done by mobs increases each level
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b.dmgScale *= 0.9; //damage done by player decreases each level
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}
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mech.setPosToSpawn(-75, -60); //normal spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = 3500;
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level.exit.y = -870;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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//start with all guns
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b.giveGuns("all", 1000)
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// this.addZone(250, -1000, 500, 1500, "laser");
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//spawn.debris(0, -900, 4500, 10); //15 debris per level
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// setTimeout(function() {
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// document.body.style.backgroundColor = "#eee";
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// }, 1);
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document.body.style.backgroundColor = "#fff";
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// document.body.style.backgroundColor = "#fafcff";
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// document.body.style.backgroundColor = "#bbb";
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// document.body.style.backgroundColor = "#eee4e4";
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// document.body.style.backgroundColor = "#dcdcde";
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// document.body.style.backgroundColor = "#e0e5e0";
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// this.addQueryRegion(550, -25, 100, 50, "bounce", { Vx: 0, Vy: -25 });
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// level.fillBG.push({ x: 550, y: -25, width: 100, height: 50, color: "#ff0" });
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spawn.mapRect(-1200, 0, 2200, 300); //left ground
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spawn.mapRect(3500, -860, 100, 50); //ground bump wall
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spawn.mapVertex(1250, 0, "0 0 0 300 -500 600 -500 300");
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spawn.mapRect(1500, -300, 2000, 300); //upper ground
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spawn.mapVertex(3750, 0, "0 600 0 300 -500 0 -500 300");
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spawn.mapRect(4000, 0, 1000, 300); //right lower ground
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spawn.mapRect(2200, -600, 600, 50); //center platform
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spawn.mapRect(1300, -850, 700, 50); //center platform
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spawn.mapRect(3000, -850, 700, 50); //center platform
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// spawn.mapRect(0, -2000, 3000, 50); //center platform
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spawn.spawnBuilding(-200, -250, 275, 240, false, true, "left"); //far left; player spawns in side
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// spawn.boost(350, 0, -1000);
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// for (let i = 0; i < 10; i++) {
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// powerUps.spawn(950, -425, "gun", false);
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// }
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// for (let i = 0; i < 5; i++) {
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// powerUps.spawn(2500 + i * 20, -1300, "gun", false);
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// powerUps.spawn(2500 + i * 20, -1100, "ammo", false);
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// }
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// spawn.nodeBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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// spawn.lineBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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// spawn.bodyRect(-135, -50, 50, 50);
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// spawn.bodyRect(-140, -100, 50, 50);
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// spawn.bodyRect(-145, -150, 60, 50);
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// spawn.bodyRect(-140, -200, 50, 50);
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// spawn.bodyRect(-95, -50, 40, 50);
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// spawn.bodyRect(-90, -100, 60, 50);
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// spawn.bodyRect(300, -150, 140, 50);
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// spawn.bodyRect(300, -150, 30, 30);
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// spawn.bodyRect(300, -150, 20, 20);
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// spawn.bodyRect(300, -150, 40, 100);
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// spawn.bodyRect(300, -150, 40, 90);
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// spawn.bodyRect(300, -150, 30, 60);
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// spawn.bodyRect(300, -150, 40, 70);
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// spawn.bodyRect(300, -150, 40, 60);
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// spawn.bodyRect(300, -150, 20, 20);
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// spawn.bodyRect(500, -150, 140, 110);
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// spawn.bodyRect(600, -150, 140, 100);
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// spawn.bodyRect(400, -150, 140, 160);
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// spawn.bodyRect(500, -150, 110, 110);
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powerUps.spawn(400, -400, "field", false, '4');
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// powerUps.spawn(400, -400, "gun", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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// spawn.starter(800, -1150);
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// spawn.groupBoss(-600, -550);
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// for (let i = 0; i < 1; ++i) {
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// spawn.chaser(800, -1150);
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// }
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spawn.groupBoss(900, -1070);
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// for (let i = 0; i < 20; i++) {
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// spawn.randomBoss(-100, -1470);
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// }
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},
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bosses() {
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game.zoomTransition(1500)
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// spawn.setSpawnList();
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// spawn.setSpawnList();
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// game.levelsCleared = 7; //for testing to simulate all possible mobs spawns
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// for (let i = 0; i < game.levelsCleared; i++) {
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// game.dmgScale += 0.4; //damage done by mobs increases each level
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// b.dmgScale *= 0.9; //damage done by player decreases each level
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// }
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document.body.style.backgroundColor = "#444";
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level.fillBG.push({
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x: -150,
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y: -1150,
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width: 7000,
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height: 1200,
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color: "#eee"
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});
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level.fill.push({
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x: 6400,
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y: -550,
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width: 300,
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height: 350,
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color: "rgba(0,255,255,0.1)"
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});
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mech.setPosToSpawn(0, -750); //normal spawn
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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level.exit.x = 6500;
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level.exit.y = -230;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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spawn.mapRect(-250, 0, 7000, 200); //ground
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spawn.mapRect(-350, -1200, 200, 1400); //left wall
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spawn.mapRect(-250, -1200, 7000, 200); //roof
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spawn.mapRect(-250, -700, 1000, 900); // shelf
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spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
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powerUps.spawnStartingPowerUps(600, -800);
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function blockDoor(x, y, blockSize = 58) {
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spawn.mapRect(x, y - 290, 40, 60); // door lip
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spawn.mapRect(x, y, 40, 50); // door lip
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for (let i = 0; i < 4; ++i) {
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spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
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}
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}
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blockDoor(710, -710);
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spawn[spawn.pickList[0]](1500, -200, 100 + game.levelsCleared * 8);
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spawn.mapRect(2500, -1200, 200, 750); //right wall
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blockDoor(2585, -210)
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spawn.mapRect(2500, -200, 200, 300); //right wall
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spawn.nodeBoss(3500, -200, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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spawn.mapRect(4500, -1200, 200, 750); //right wall
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blockDoor(4585, -210)
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spawn.mapRect(4500, -200, 200, 300); //right wall
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spawn.lineBoss(5000, -200, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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spawn.mapRect(6400, -1200, 400, 750); //right wall
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spawn.mapRect(6400, -200, 400, 300); //right wall
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spawn.mapRect(6700, -1200, 200, 1400); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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for (let i = 0; i < 5; ++i) {
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if (game.levelsCleared * Math.random() > 3 * i) {
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spawn.randomBoss(2000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
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}
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if (game.levelsCleared * Math.random() > 2.6 * i) {
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spawn.randomBoss(3500 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
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}
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if (game.levelsCleared * Math.random() > 2.4 * i) {
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spawn.randomBoss(5000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
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}
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}
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},
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//empty map for testing mobs
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intro() {
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b.giveGuns(0, 1000)
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game.zoomScale = 1000 //1400 is normal
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game.zoomTransition(1600, 1)
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mech.setPosToSpawn(460, -100); //normal spawn
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level.enter.x = -1000000; //offscreen
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level.enter.y = -400;
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level.exit.x = 2800;
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level.exit.y = -335;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
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document.body.style.backgroundColor = "#444";
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//controls instructions
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// game.makeTextLog(
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// "<br><br><div class='wrapper'> <div class = 'grid-box'> <span class = 'box'>W</span><br> <span class = 'box'>A</span> <span class = 'box'>S</span> <span class = 'box'>D</span></div> <div class = 'grid-box'> <span class = 'mouse'>️<span class='mouse-line'></span></span> </div></div>",
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// Infinity
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// );
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game.makeTextLog(
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"<br><br><br><br><div class='wrapper'> <div class = 'grid-box'><strong>right mouse / space bar:</strong><br>pick up things</div> <div class = 'grid-box'> <span class = 'mouse'>️<span class='mouse-line'></span></span> </div></div>",
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Infinity
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);
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level.fill.push({
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x: -150,
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y: -1150,
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width: 2750,
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height: 1200,
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color: "rgba(0,70,80,0.1)"
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});
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level.fillBG.push({
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x: -150,
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y: -1150,
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width: 2900,
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height: 1200,
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color: "#fff"
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});
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level.fillBG.push({
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x: 2600,
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y: -600,
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width: 400,
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height: 500,
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color: "#edf9f9"
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});
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level.fillBG.push({
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x: 1600,
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y: -500,
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width: 100,
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height: 100,
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color: "#eee"
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});
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level.fillBG.push({
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x: -55,
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y: -283,
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width: 12,
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height: 100,
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color: "#eee"
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});
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//faster way to draw a wire
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function wallWire(x, y, width, height, front = false) {
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if (front) {
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level.fill.push({
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x: x,
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y: y,
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width: width,
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height: height,
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color: "#aaa"
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});
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} else {
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level.fillBG.push({
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x: x,
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y: y,
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width: width,
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height: height,
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color: "#eee"
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});
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}
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}
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for (let i = 0; i < 3; i++) {
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wallWire(100 - 10 * i, -1050 - 10 * i, 5, 800);
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wallWire(100 - 10 * i, -255 - 10 * i, -300, 5);
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}
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for (let i = 0; i < 5; i++) {
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wallWire(1000 + 10 * i, -1050 - 10 * i, 5, 600);
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wallWire(1000 + 10 * i, -450 - 10 * i, 150, 5);
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wallWire(1150 + 10 * i, -450 - 10 * i, 5, 500);
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}
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for (let i = 0; i < 3; i++) {
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wallWire(2650 - 10 * i, -700 - 10 * i, -300, 5);
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wallWire(2350 - 10 * i, -700 - 10 * i, 5, 800);
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}
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for (let i = 0; i < 5; i++) {
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wallWire(1625 + 10 * i, -1050, 5, 1200);
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}
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for (let i = 0; i < 4; i++) {
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wallWire(1650, -470 + i * 10, 670 - i * 10, 5);
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wallWire(1650 + 670 - i * 10, -470 + i * 10, 5, 600);
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}
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for (let i = 0; i < 3; i++) {
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wallWire(-200 - i * 10, -245 + i * 10, 1340, 5);
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wallWire(1140 - i * 10, -245 + i * 10, 5, 300);
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wallWire(-200 - i * 10, -215 + i * 10, 660, 5);
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wallWire(460 - i * 10, -215 + i * 10, 5, 300);
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}
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spawn.mapRect(-250, 0, 3000, 200); //ground
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spawn.mapRect(-350, -1200, 200, 1400); //left wall
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spawn.mapRect(3000, -1200, 200, 1400); //right wall
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spawn.mapRect(-250, -1200, 3000, 200); //roof
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spawn.mapRect(2600, -300, 500, 500); //exit shelf
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spawn.mapRect(2600, -1200, 500, 600); //exit roof
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.mapRect(-95, -1100, 80, 110); //wire source
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spawn.mapRect(410, -10, 90, 20); //small platform for player
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// spawn.bodyRect(-35, -50, 50, 50);
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// spawn.bodyRect(-40, -100, 50, 50);
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// spawn.bodyRect(-45, -150, 60, 50);
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// spawn.bodyRect(-40, -200, 50, 50);
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// spawn.bodyRect(5, -50, 40, 50);
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// spawn.bodyRect(10, -100, 60, 50);
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// spawn.bodyRect(-10, -150, 40, 50);
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// spawn.bodyRect(55, -100, 40, 50);
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// spawn.bodyRect(-150, -300, 100, 100);
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// spawn.bodyRect(-150, -200, 100, 100);
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// spawn.bodyRect(-150, -100, 100, 100);
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// spawn.bodyRect(1790, -50, 40, 50);
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// spawn.bodyRect(1875, -100, 200, 90);
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spawn.bodyRect(2425, -120, 70, 50);
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spawn.bodyRect(2400, -100, 100, 60);
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spawn.bodyRect(2500, -150, 100, 150); //exit step
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mech.health = 0.25;
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mech.displayHealth();
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powerUps.spawn(-100, 0, "heal", false); //starting gun
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powerUps.spawn(1900, -150, "heal", false); //starting gun
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powerUps.spawn(2050, -150, "heal", false); //starting gun
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// powerUps.spawn(2050, -150, "field", false); //starting gun
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powerUps.spawn(2300, -150, "gun", false); //starting gun
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spawn.wireFoot();
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spawn.wireFootLeft();
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spawn.wireKnee();
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spawn.wireKneeLeft();
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spawn.wireHead();
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},
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rooftops() {
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game.zoomTransition(1700) //1400 is normal
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document.body.style.backgroundColor = "#dcdcde";
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if (Math.random() < 0.75) {
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//normal direction start in top left
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mech.setPosToSpawn(-450, -2050);
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level.exit.x = 3600;
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level.exit.y = -300;
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spawn.mapRect(3600, -285, 100, 50); //ground bump wall
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//mobs that spawn in exit room
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spawn.randomSmallMob(4100, -100);
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spawn.randomSmallMob(4600, -100);
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spawn.randomMob(3765, -450, 0.3);
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level.fill.push({
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||
x: -650,
|
||
y: -2300,
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||
width: 450,
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||
height: 300,
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||
color: "rgba(0,0,0,0.15)"
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});
|
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} else {
|
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//reverse direction, start in bottom right
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mech.setPosToSpawn(3650, -310);
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level.exit.x = -550;
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level.exit.y = -2030;
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spawn.mapRect(-550, -2015, 100, 50); //ground bump wall
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spawn.boost(4950, 0, 1600);
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level.fillBG.push({
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x: -650,
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y: -2300,
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width: 450,
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height: 300,
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color: "#d4f4f4"
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});
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}
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level.enter.x = mech.spawnPos.x - 50;
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level.enter.y = mech.spawnPos.y + 20;
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this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
|
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|
||
spawn.debris(1650, -1800, 3800, 20); //20 debris per level
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powerUps.spawnStartingPowerUps(2450, -1675);
|
||
|
||
//foreground
|
||
|
||
level.fill.push({
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||
x: 3450,
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||
y: -1250,
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||
width: 1100,
|
||
height: 1250,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 4550,
|
||
y: -725,
|
||
width: 900,
|
||
height: 725,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 3400,
|
||
y: 100,
|
||
width: 2150,
|
||
height: 900,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: -700,
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||
y: -1950,
|
||
width: 2100,
|
||
height: 2950,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
|
||
level.fill.push({
|
||
x: 1950,
|
||
y: -1950,
|
||
width: 600,
|
||
height: 350,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
|
||
level.fill.push({
|
||
x: 1950,
|
||
y: -1550,
|
||
width: 1025,
|
||
height: 550,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 1600,
|
||
y: -900,
|
||
width: 1650,
|
||
height: 1900,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 3450,
|
||
y: -1550,
|
||
width: 350,
|
||
height: 300,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 700,
|
||
y: -2225,
|
||
width: 700,
|
||
height: 225,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
|
||
//spawn.mapRect(-700, 0, 6250, 100); //ground
|
||
spawn.mapRect(3400, 0, 2150, 100); //ground
|
||
spawn.mapRect(-700, -2000, 2100, 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(1950, -2000, 600, 50);
|
||
|
||
|
||
spawn.bodyRect(200, -2150, 200, 220, 0.8);
|
||
spawn.mapRect(700, -2275, 700, 50);
|
||
spawn.bodyRect(1050, -2350, 30, 30, 0.8);
|
||
spawn.boost(1800, -1000, 1200);
|
||
spawn.bodyRect(1625, -1100, 100, 75);
|
||
spawn.bodyRect(1350, -1025, 400, 25); // ground plank
|
||
spawn.mapRect(-700, -1000, 2100, 100); //lower left ledge
|
||
spawn.bodyRect(350, -1100, 200, 100, 0.8);
|
||
spawn.bodyRect(370, -1200, 100, 100, 0.8);
|
||
spawn.bodyRect(360, -1300, 100, 100, 0.8);
|
||
spawn.bodyRect(950, -1050, 300, 50, 0.8);
|
||
spawn.bodyRect(-600, -1250, 400, 250, 0.8);
|
||
spawn.mapRect(1600, -1000, 1650, 100); //middle ledge
|
||
spawn.bodyRect(2600, -1950, 100, 250, 0.8);
|
||
spawn.bodyRect(2700, -1125, 125, 125, 0.8);
|
||
spawn.bodyRect(2710, -1250, 125, 125, 0.8);
|
||
spawn.bodyRect(2705, -1350, 75, 100, 0.8);
|
||
spawn.mapRect(3450, -1600, 350, 50);
|
||
spawn.mapRect(1950, -1600, 1025, 50);
|
||
spawn.bodyRect(3100, -1015, 375, 15);
|
||
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(4850, -750, 300, 25, 0.8);
|
||
spawn.bodyRect(3925, -1400, 100, 150, 0.8);
|
||
spawn.mapRect(3450, -1250, 1100, 50);
|
||
spawn.mapRect(3450, -1225, 50, 75);
|
||
spawn.mapRect(4500, -1225, 50, 350);
|
||
spawn.mapRect(3450, -725, 1500, 50);
|
||
spawn.mapRect(5100, -725, 400, 50);
|
||
spawn.mapRect(4500, -700, 50, 600);
|
||
spawn.bodyRect(4510, -100, 30, 100, 0.8);
|
||
spawn.mapRect(4500, -925, 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.randomBoss(600, -1575, 0);
|
||
spawn.randomBoss(2225, -1325, 0.4);
|
||
spawn.randomBoss(4900, -1200, 0);
|
||
//spawn.randomBoss(4850, -1250,0.7);
|
||
if (game.levelsCleared > 4) spawn.bomber(2500, -2400, 100);
|
||
},
|
||
skyscrapers() {
|
||
game.zoomTransition(2000) //1400 is normal
|
||
|
||
mech.setPosToSpawn(-50, -50); //normal spawn
|
||
//mech.setPosToSpawn(1550, -1200); //spawn left high
|
||
//mech.setPosToSpawn(1800, -2000); //spawn near exit
|
||
level.enter.x = mech.spawnPos.x - 50;
|
||
level.enter.y = mech.spawnPos.y + 20;
|
||
level.exit.x = 1500;
|
||
level.exit.y = -1875;
|
||
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
|
||
|
||
powerUps.spawnStartingPowerUps(1475, -1175);
|
||
spawn.debris(0, -2200, 4500, 20); //20 debris per level
|
||
document.body.style.backgroundColor = "#dcdcde";
|
||
|
||
//foreground
|
||
level.fill.push({
|
||
x: 2500,
|
||
y: -1100,
|
||
width: 450,
|
||
height: 250,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 2400,
|
||
y: -550,
|
||
width: 600,
|
||
height: 150,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 2550,
|
||
y: -1650,
|
||
width: 250,
|
||
height: 200,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
//level.fill.push({ x: 1350, y: -2100, width: 400, height: 250, color: "rgba(0,255,255,0.1)" });
|
||
level.fill.push({
|
||
x: 700,
|
||
y: -110,
|
||
width: 400,
|
||
height: 110,
|
||
color: "rgba(0,0,0,0.2)"
|
||
});
|
||
level.fill.push({
|
||
x: 3600,
|
||
y: -110,
|
||
width: 400,
|
||
height: 110,
|
||
color: "rgba(0,0,0,0.2)"
|
||
});
|
||
level.fill.push({
|
||
x: -250,
|
||
y: -300,
|
||
width: 450,
|
||
height: 300,
|
||
color: "rgba(0,0,0,0.15)"
|
||
});
|
||
|
||
//background
|
||
level.fillBG.push({
|
||
x: 1300,
|
||
y: -1800,
|
||
width: 750,
|
||
height: 1800,
|
||
color: "#d4d4d7"
|
||
});
|
||
level.fillBG.push({
|
||
x: 3350,
|
||
y: -1325,
|
||
width: 50,
|
||
height: 1325,
|
||
color: "#d4d4d7"
|
||
});
|
||
level.fillBG.push({
|
||
x: 1350,
|
||
y: -2100,
|
||
width: 400,
|
||
height: 250,
|
||
color: "#d4f4f4"
|
||
});
|
||
|
||
spawn.mapRect(-300, 0, 5000, 300); //***********ground
|
||
spawn.mapRect(-300, -350, 50, 400); //far left starting left wall
|
||
spawn.mapRect(-300, -10, 500, 50); //far left starting ground
|
||
spawn.mapRect(-300, -350, 500, 50); //far left starting ceiling
|
||
spawn.mapRect(150, -350, 50, 200); //far left starting right part of wall
|
||
spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room
|
||
spawn.boost(475, 0, 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, 750, 50); //left higher platform
|
||
spawn.mapRect(1300, -2150, 50, 350); //left higher platform left edge wall
|
||
spawn.mapRect(1300, -2150, 450, 50); //left higher platform roof
|
||
spawn.mapRect(1500, -1860, 100, 50); //ground bump wall
|
||
spawn.mapRect(2400, -850, 600, 300); //center floating large square
|
||
//spawn.bodyRect(2500, -1100, 25, 250); //wall before chasers
|
||
spawn.mapRect(2500, -1450, 450, 350); //higher center floating large square
|
||
spawn.mapRect(2500, -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(3300, -850, 150, 25); //ledge by far right building
|
||
spawn.mapRect(3300, -1350, 150, 25); //higher ledge by far right building
|
||
spawn.mapRect(3600, -1100, 400, 990); //far right building
|
||
spawn.boost(4150, 0, 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, 250, 200, 0.8);
|
||
spawn.bodyRect(2557, -450, 35, 55, 0.7);
|
||
spawn.bodyRect(2957, -450, 30, 15, 0.7);
|
||
spawn.bodyRect(2900, -450, 60, 45, 0.7);
|
||
spawn.bodyRect(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
|
||
|
||
if (game.levelsCleared > 2) spawn.shooterBoss(2200, -1300);
|
||
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.randomBoss(3700, -1500, 0.4);
|
||
spawn.randomBoss(1700, -900, 0.4);
|
||
},
|
||
highrise() {
|
||
game.zoomTransition(1500) //1400 is normal
|
||
document.body.style.backgroundColor = "#dcdcde" //"#fafcff";
|
||
mech.setPosToSpawn(0, -700); //normal spawn
|
||
//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
|
||
level.enter.x = mech.spawnPos.x - 50;
|
||
level.enter.y = mech.spawnPos.y + 20;
|
||
level.exit.x = -4275;
|
||
level.exit.y = -2805;
|
||
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
|
||
powerUps.spawnStartingPowerUps(-2550, -700);
|
||
|
||
// spawn.laserZone(-550, -350, 10, 400, 0.3)
|
||
// spawn.deathQuery(-550, -350, 50, 400)
|
||
|
||
// spawn.debris(-3950, -2575, 1050, 4); //20 debris per level
|
||
spawn.debris(-2325, -1825, 2400); //20 debris per level
|
||
spawn.debris(-2625, -600, 925); //20 debris per level
|
||
// if (!game.levelsCleared) powerUps.spawn(2450, -1675, "gun", false);
|
||
//background
|
||
level.fillBG.push({
|
||
x: -4425,
|
||
y: -3050,
|
||
width: 425,
|
||
height: 275,
|
||
color: "#cff"
|
||
});
|
||
//foreground
|
||
level.fill.push({
|
||
x: -1650,
|
||
y: -1575,
|
||
width: 550,
|
||
height: 425,
|
||
color: "rgba(0,0,0,0.12)"
|
||
});
|
||
level.fill.push({
|
||
x: -2600,
|
||
y: -2400,
|
||
width: 450,
|
||
height: 1800,
|
||
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)"
|
||
});
|
||
// level.fill.push({
|
||
// x: -4050,
|
||
// y: -955,
|
||
// width: 625,
|
||
// height: 360,
|
||
// color: "#444"
|
||
// });
|
||
powerUps.spawn(-4300, -700, "heal");
|
||
powerUps.spawn(-4200, -700, "ammo");
|
||
powerUps.spawn(-4100, -700, "gun");
|
||
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);
|
||
spawn.bodyRect(-1400, -125, 125, 125);
|
||
spawn.bodyRect(-1100, -125, 150, 125);
|
||
spawn.bodyRect(-1360, -200, 75, 75);
|
||
spawn.bodyRect(-1200, -75, 75, 75);
|
||
|
||
//building 2
|
||
spawn.mapRect(-4450, -600, 2300, 750);
|
||
spawn.mapRect(-2225, -500, 175, 550);
|
||
spawn.boost(-2800, -600, 1000);
|
||
spawn.mapRect(-3450, -1325, 550, 50);
|
||
spawn.mapRect(-3425, -2200, 525, 50);
|
||
spawn.mapRect(-2600, -1750, 450, 50);
|
||
spawn.mapRect(-2600, -2450, 450, 50);
|
||
spawn.bodyRect(-2275, -2700, 50, 60);
|
||
spawn.bodyRect(-2600, -1975, 250, 225);
|
||
spawn.bodyRect(-3415, -1425, 100, 100);
|
||
spawn.bodyRect(-3400, -1525, 100, 100);
|
||
spawn.bodyRect(-3305, -1425, 100, 100);
|
||
|
||
//building 3
|
||
spawn.mapRect(-4450, -1750, 1025, 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);
|
||
|
||
//mobs
|
||
spawn.randomMob(-2500, -2700, 1);
|
||
spawn.randomMob(-3200, -750, 1);
|
||
spawn.randomMob(-1875, -775, 0.2);
|
||
spawn.randomMob(-950, -1675, 0.2);
|
||
spawn.randomMob(-1525, -1750, 0.2);
|
||
spawn.randomMob(-1375, -1400, 0.2);
|
||
spawn.randomMob(-1625, -1275, 0.2);
|
||
spawn.randomMob(-1900, -1250, 0.2);
|
||
spawn.randomMob(-2250, -1850, 0.2);
|
||
spawn.randomMob(-2475, -2200, 0.2);
|
||
spawn.randomMob(-3000, -1475, 0.2);
|
||
spawn.randomMob(-3850, -2500, 0.2);
|
||
spawn.randomMob(-3650, -2125, 0.2);
|
||
spawn.randomMob(-4010, -3200, 0.2);
|
||
spawn.randomMob(-3500, -1825, 0.2);
|
||
spawn.randomMob(-975, -100, 0);
|
||
spawn.randomMob(-1050, -725, 0.2);
|
||
spawn.randomMob(-1525, -100, 0);
|
||
spawn.randomMob(-525, -1700, -0.1);
|
||
spawn.randomMob(-125, -1500, -0.1);
|
||
spawn.randomMob(-325, -1900, -0.1);
|
||
spawn.randomMob(-550, -100, -0.1);
|
||
spawn.randomBoss(-3250, -2700, 0.2);
|
||
spawn.randomBoss(-2450, -1100, 0);
|
||
},
|
||
warehouse() {
|
||
game.zoomTransition(1300)
|
||
document.body.style.backgroundColor = "#bbb";
|
||
mech.setPosToSpawn(25, -60); //normal spawn
|
||
//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
|
||
level.enter.x = mech.spawnPos.x - 50;
|
||
level.enter.y = mech.spawnPos.y + 20;
|
||
level.exit.x = 425;
|
||
level.exit.y = -35;
|
||
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
|
||
//level.addQueryRegion(-600, -250, 180, 420, "death", [[player]],{});
|
||
|
||
spawn.debris(-2250, 1330, 3000, 7); //20 debris per level
|
||
spawn.debris(-3000, -800, 3280, 7); //20 debris per level
|
||
spawn.debris(-1400, 410, 2300, 6); //20 debris per level
|
||
powerUps.spawnStartingPowerUps(25, 500);
|
||
|
||
//foreground
|
||
// level.fill.push({ x: -3025, y: 50, width: 4125, height: 1350, color: "rgba(0,0,0,0.05)"});
|
||
// level.fill.push({ x: -1800, y: -500, width: 1975, height: 550, color: "rgba(0,0,0,0.05)"});
|
||
// level.fill.push({ x: -2600, y: -150, width: 700, height: 200, color: "rgba(0,0,0,0.05)"});
|
||
//background
|
||
const BGColor = "#f3f3ea";
|
||
level.fillBG.push({
|
||
x: -3025,
|
||
y: 50,
|
||
width: 4125,
|
||
height: 1350,
|
||
color: BGColor
|
||
});
|
||
level.fillBG.push({
|
||
x: -1800,
|
||
y: -500,
|
||
width: 1625,
|
||
height: 555,
|
||
color: BGColor
|
||
});
|
||
level.fillBG.push({
|
||
x: -177,
|
||
y: -250,
|
||
width: 350,
|
||
height: 300,
|
||
color: "#e3e3da"
|
||
});
|
||
level.fillBG.push({
|
||
x: -2600,
|
||
y: -150,
|
||
width: 700,
|
||
height: 205,
|
||
color: BGColor
|
||
});
|
||
level.fillBG.push({
|
||
x: 300,
|
||
y: -250,
|
||
width: 350,
|
||
height: 250,
|
||
color: "#cff"
|
||
});
|
||
spawn.mapRect(-1500, 0, 2750, 100);
|
||
spawn.mapRect(175, -270, 125, 300);
|
||
spawn.mapRect(-1900, -600, 1775, 100);
|
||
spawn.mapRect(-1900, -600, 100, 1300);
|
||
//house
|
||
spawn.mapRect(-175, -550, 50, 400);
|
||
spawn.mapRect(-175, -15, 350, 50);
|
||
spawn.mapRect(-25, -25, 100, 50);
|
||
// spawn.mapRect(-175, -275, 350, 25);
|
||
// spawn.mapRect(-175, -250, 25, 75);
|
||
// spawn.bodyRect(-170, -175, 14, 160, 1, spawn.propsFriction); //door to starting room
|
||
//exit house
|
||
spawn.mapRect(300, -15, 350, 50);
|
||
spawn.mapRect(-150, -300, 800, 50);
|
||
spawn.mapRect(600, -275, 50, 75);
|
||
spawn.mapRect(425, -25, 100, 25);
|
||
// spawn.mapRect(-1900, 600, 2700, 100);
|
||
spawn.mapRect(1100, 0, 150, 1500);
|
||
spawn.mapRect(-2850, 1400, 4100, 100);
|
||
spawn.mapRect(-2375, 875, 1775, 100);
|
||
spawn.mapRect(-1450, 950, 75, 346);
|
||
spawn.mapRect(-1433, 662, 41, 111);
|
||
spawn.bodyRect(-1418, 773, 11, 102, 1, spawn.propsFriction); //blocking path
|
||
spawn.mapRect(-2950, 1250, 175, 250);
|
||
spawn.mapRect(-3050, 1100, 150, 400);
|
||
spawn.mapRect(-3150, 50, 125, 1450);
|
||
spawn.mapRect(-2375, 600, 3175, 100);
|
||
spawn.mapRect(-2125, 400, 250, 275);
|
||
// spawn.mapRect(-1950, -400, 100, 25);
|
||
spawn.mapRect(-3150, 50, 775, 100);
|
||
spawn.mapRect(-2600, -250, 775, 100);
|
||
spawn.bodyRect(-1350, -200, 200, 200, 1, spawn.propsSlide); //weight
|
||
spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist
|
||
cons[cons.length] = Constraint.create({
|
||
pointA: {
|
||
x: -1650,
|
||
y: -500
|
||
},
|
||
bodyB: body[body.length - 1],
|
||
stiffness: 0.000076,
|
||
length: 1
|
||
});
|
||
|
||
spawn.bodyRect(400, 400, 200, 200, 1, spawn.propsSlide); //weight
|
||
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
|
||
cons[cons.length] = Constraint.create({
|
||
pointA: {
|
||
x: 950,
|
||
y: 100
|
||
},
|
||
bodyB: body[body.length - 1],
|
||
stiffness: 0.000076,
|
||
length: 1
|
||
});
|
||
|
||
spawn.bodyRect(-2775, 1150, 190, 150, 1, spawn.propsSlide); //weight
|
||
spawn.bodyRect(-2575, 1150, 200, 150, 1, spawn.propsSlide); //weight
|
||
spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
|
||
cons[cons.length] = Constraint.create({
|
||
pointA: {
|
||
x: -2575,
|
||
y: 150
|
||
},
|
||
bodyB: body[body.length - 1],
|
||
stiffness: 0.000076,
|
||
length: 220
|
||
});
|
||
|
||
//blocks
|
||
//spawn.bodyRect(-155, -150, 10, 140, 1, spawn.propsFriction);
|
||
spawn.bodyRect(-165, -150, 30, 35, 1);
|
||
spawn.bodyRect(-165, -115, 30, 35, 1);
|
||
spawn.bodyRect(-165, -80, 30, 35, 1);
|
||
spawn.bodyRect(-165, -45, 30, 35, 1);
|
||
|
||
spawn.bodyRect(-750, 400, 150, 150, 0.5);
|
||
spawn.bodyRect(-200, 1175, 250, 225, 1); //block to get to top path on bottom level
|
||
// spawn.bodyRect(-1450, 737, 75, 103, 0.5); //blocking path
|
||
|
||
spawn.bodyRect(-2525, -50, 145, 100, 0.5);
|
||
spawn.bodyRect(-2325, -300, 150, 100, 0.5);
|
||
spawn.bodyRect(-1275, -750, 200, 150, 0.5); //roof block
|
||
spawn.bodyRect(-525, -700, 125, 100, 0.5); //roof block
|
||
|
||
//mobs
|
||
spawn.randomSmallMob(-1125, 550);
|
||
spawn.randomSmallMob(-2325, 800);
|
||
spawn.randomSmallMob(-2950, -50);
|
||
spawn.randomSmallMob(825, 300);
|
||
spawn.randomSmallMob(-900, 825);
|
||
spawn.randomMob(-2025, 175, 0.6);
|
||
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.randomBoss(-125, 275, -0.2);
|
||
spawn.randomBoss(-825, 1000, 0.2);
|
||
spawn.randomBoss(-1300, -1100, -0.3);
|
||
//spawn.randomBoss(600, -1575, 0);
|
||
//spawn.randomMob(1120, -1200, 0.3);
|
||
//spawn.randomSmallMob(2200, -1775);
|
||
|
||
if (game.levelsCleared > 2) spawn.snaker(-1300 + Math.random() * 2000, -2200); //boss snake with head
|
||
},
|
||
towers() {
|
||
game.zoomTransition(1400)
|
||
if (Math.random() < 0.75) {
|
||
//normal direction start in top left
|
||
mech.setPosToSpawn(1375, -1550); //normal spawn
|
||
level.exit.x = 3250;
|
||
level.exit.y = -530;
|
||
// spawn.randomSmallMob(3550, -550);
|
||
} else {
|
||
//reverse direction, start in bottom right
|
||
mech.setPosToSpawn(3250, -530); //normal spawn
|
||
level.exit.x = 1375;
|
||
level.exit.y = -1530;
|
||
spawn.bodyRect(3655, -650, 40, 150); //door
|
||
}
|
||
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall
|
||
level.enter.x = mech.spawnPos.x - 50;
|
||
level.enter.y = mech.spawnPos.y + 20;
|
||
this.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
|
||
|
||
document.body.style.backgroundColor = "#e0e5e0";
|
||
//foreground
|
||
level.fill.push({
|
||
x: -550,
|
||
y: -1700,
|
||
width: 1300,
|
||
height: 1700,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 750,
|
||
y: -1450,
|
||
width: 650,
|
||
height: 1450,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 750,
|
||
y: -1950,
|
||
width: 800,
|
||
height: 450,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 3000,
|
||
y: -1000,
|
||
width: 650,
|
||
height: 1000,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
level.fill.push({
|
||
x: 3650,
|
||
y: -1300,
|
||
width: 1300,
|
||
height: 1300,
|
||
color: "rgba(0,0,0,0.1)"
|
||
});
|
||
|
||
//mech.setPosToSpawn(600, -1200); //normal spawn
|
||
//mech.setPosToSpawn(525, -150); //ground first building
|
||
//mech.setPosToSpawn(3150, -700); //near exit spawn
|
||
spawn.debris(-300, -200, 1000, 5); //ground debris //20 debris per level
|
||
spawn.debris(3500, -200, 800, 5); //ground debris //20 debris per level
|
||
spawn.debris(-300, -650, 1200, 5); //1st floor debris //20 debris per level
|
||
spawn.debris(3500, -650, 800, 5); //1st floor debris //20 debris per level
|
||
powerUps.spawnStartingPowerUps(-525, -700);
|
||
|
||
spawn.mapRect(-600, 25, 5600, 300); //ground
|
||
spawn.mapRect(-600, 0, 2000, 50); //ground
|
||
spawn.mapRect(-600, -1700, 50, 2000 - 100); //left wall
|
||
spawn.bodyRect(-295, -1540, 40, 40); //center block under wall
|
||
spawn.bodyRect(-298, -1580, 40, 40); //center block under wall
|
||
spawn.bodyRect(1500, -1540, 30, 30); //left of entrance
|
||
|
||
spawn.mapRect(1550, -2000, 50, 550); //right wall
|
||
spawn.mapRect(1350, -2000 + 505, 50, 1295); //right wall
|
||
spawn.mapRect(-600, -2000 + 250, 2000 - 700, 50); //roof left
|
||
spawn.mapRect(-600 + 1300, -2000, 50, 300); //right roof wall
|
||
spawn.mapRect(-600 + 1300, -2000, 900, 50); //center wall
|
||
map[map.length] = Bodies.polygon(425, -1700, 0, 15); //circle above door
|
||
spawn.bodyRect(420, -1675, 15, 170, 1, spawn.propsDoor); // door
|
||
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
|
||
});
|
||
spawn.mapRect(-600 + 300, -2000 * 0.75, 1900, 50); //3rd floor
|
||
spawn.mapRect(-600 + 2000 * 0.7, -2000 * 0.74, 50, 375); //center wall
|
||
spawn.bodyRect(-600 + 2000 * 0.7, -2000 * 0.5 - 106, 50, 106); //center block under wall
|
||
spawn.mapRect(-600, -1000, 1100, 50); //2nd floor
|
||
spawn.mapRect(600, -1000, 500, 50); //2nd floor
|
||
spawn.spawnStairs(-600, -1000, 4, 250, 350); //stairs 2nd
|
||
spawn.mapRect(350, -600, 350, 150); //center table
|
||
spawn.mapRect(-600 + 300, -2000 * 0.25, 2000 - 300, 50); //1st floor
|
||
spawn.spawnStairs(-600 + 2000 - 50, -500, 4, 250, 350, true); //stairs 1st
|
||
spawn.spawnStairs(-600, 0, 4, 250, 350); //stairs ground
|
||
spawn.bodyRect(700, -200, 100, 100); //center block under wall
|
||
spawn.bodyRect(700, -300, 100, 100); //center block under wall
|
||
spawn.bodyRect(700, -400, 100, 100); //center block under wall
|
||
spawn.mapRect(1390, 13, 30, 20); //step left
|
||
spawn.mapRect(2980, 13, 30, 20); //step right
|
||
spawn.mapRect(3000, 0, 2000, 50); //ground
|
||
spawn.bodyRect(4250, -700, 50, 100);
|
||
spawn.bodyRect(3000, -200, 50, 200); //door
|
||
spawn.mapRect(3000, -1000, 50, 800); //left wall
|
||
spawn.mapRect(3000 + 2000 - 50, -1300, 50, 1100); //right wall
|
||
spawn.mapRect(4150, -600, 350, 150); //table
|
||
spawn.mapRect(3650, -1300, 50, 650); //exit wall
|
||
spawn.mapRect(3650, -1300, 1350, 50); //exit wall
|
||
|
||
spawn.mapRect(3000, -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
|
||
|
||
// tether ball
|
||
if (game.levelsCleared > 2) {
|
||
level.fillBG.push({
|
||
x: 2495,
|
||
y: -500,
|
||
width: 10,
|
||
height: 525,
|
||
color: "#ccc"
|
||
});
|
||
spawn.tether(2850, -80)
|
||
cons[cons.length] = Constraint.create({
|
||
pointA: {
|
||
x: 2500,
|
||
y: -500
|
||
},
|
||
bodyB: mob[mob.length - 1],
|
||
stiffness: 0.00012
|
||
});
|
||
//chance to spawn a ring of exploding mobs around this boss
|
||
if (game.levelsCleared > 4) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105);
|
||
}
|
||
|
||
spawn.randomSmallMob(4575, -560, 1);
|
||
spawn.randomSmallMob(1315, -880, 1);
|
||
spawn.randomSmallMob(800, -600);
|
||
spawn.randomSmallMob(-100, -1600);
|
||
spawn.randomMob(4100, -225, 0.8);
|
||
spawn.randomMob(-250, -700, 0.8);
|
||
spawn.randomMob(4500, -225, 0.15);
|
||
spawn.randomMob(3250, -225, 0.15);
|
||
spawn.randomMob(-100, -225, 0.1);
|
||
spawn.randomMob(1150, -225, 0.15);
|
||
spawn.randomMob(2000, -225, 0.15);
|
||
spawn.randomMob(450, -225, 0.15);
|
||
spawn.randomMob(100, -1200, 1);
|
||
spawn.randomMob(950, -1150, -0.1);
|
||
spawn.randomBoss(1800, -800, -0.2);
|
||
spawn.randomBoss(4150, -1000, 0.6);
|
||
},
|
||
//*****************************************************************************************************************
|
||
//*****************************************************************************************************************
|
||
//*****************************************************************************************************************
|
||
//*****************************************************************************************************************
|
||
//*****************************************************************************************************************
|
||
//*****************************************************************************************************************
|
||
//*****************************************************************************************************************
|
||
enter: {
|
||
x: 0,
|
||
y: 0,
|
||
draw() {
|
||
ctx.beginPath();
|
||
ctx.moveTo(this.x, this.y + 30);
|
||
ctx.lineTo(this.x, this.y - 80);
|
||
ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80);
|
||
ctx.lineTo(this.x + 100, this.y + 30);
|
||
ctx.lineTo(this.x, this.y + 30);
|
||
ctx.fillStyle = "#ccc";
|
||
ctx.fill();
|
||
}
|
||
},
|
||
exit: {
|
||
x: 0,
|
||
y: 0,
|
||
draw() {
|
||
ctx.beginPath();
|
||
ctx.moveTo(this.x, this.y + 30);
|
||
ctx.lineTo(this.x, this.y - 80);
|
||
ctx.bezierCurveTo(this.x, this.y - 170, this.x + 100, this.y - 170, this.x + 100, this.y - 80);
|
||
ctx.lineTo(this.x + 100, this.y + 30);
|
||
ctx.lineTo(this.x, this.y + 30);
|
||
ctx.fillStyle = "#0ff";
|
||
ctx.fill();
|
||
}
|
||
},
|
||
fillBG: [],
|
||
drawFillBGs() {
|
||
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);
|
||
}
|
||
},
|
||
zones: [], //zone do actions when player is in a region // to effect everything use a query
|
||
checkZones() {
|
||
for (let i = 0, len = this.zones.length; i < len; ++i) {
|
||
if (
|
||
player.position.x > this.zones[i].x1 &&
|
||
player.position.x < this.zones[i].x2 &&
|
||
player.position.y > this.zones[i].y1 &&
|
||
player.position.y < this.zones[i].y2
|
||
) {
|
||
this.zoneActions[this.zones[i].action](i);
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
addZone(x, y, width, height, action, info) {
|
||
this.zones[this.zones.length] = {
|
||
x1: x,
|
||
y1: y - 150,
|
||
x2: x + width,
|
||
y2: y + height - 70, //-70 to adjust for player height
|
||
action: action,
|
||
info: info
|
||
};
|
||
},
|
||
zoneActions: {
|
||
fling(i) {
|
||
Matter.Body.setVelocity(player, {
|
||
x: level.zones[i].info.Vx,
|
||
y: level.zones[i].info.Vy
|
||
});
|
||
},
|
||
nextLevel() {
|
||
//enter when player isn't falling
|
||
if (player.velocity.y < 0.1) {
|
||
//increases difficulty
|
||
game.levelsCleared++;
|
||
if (game.levelsCleared > 1) {
|
||
game.dmgScale += 0.25; //damage done by mobs increases each level
|
||
b.dmgScale *= 0.93; //damage done by player decreases each level
|
||
}
|
||
//cycles map to next level
|
||
level.onLevel++;
|
||
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
|
||
|
||
game.clearNow = true; //triggers in the physics engine to remove all physics bodies
|
||
}
|
||
},
|
||
death() {
|
||
mech.death();
|
||
},
|
||
laser(i) {
|
||
//draw these in game with spawn.background
|
||
mech.damage(level.zones[i].info.dmg);
|
||
},
|
||
slow() {
|
||
Matter.Body.setVelocity(player, {
|
||
x: player.velocity.x * 0.5,
|
||
y: player.velocity.y * 0.5
|
||
});
|
||
}
|
||
},
|
||
queryList: [], //queries do actions on many objects in regions (for only player use a zone)
|
||
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) {
|
||
this.queryList[this.queryList.length] = {
|
||
bounds: {
|
||
min: {
|
||
x: x,
|
||
y: y
|
||
},
|
||
max: {
|
||
x: x + width,
|
||
y: y + height
|
||
}
|
||
},
|
||
action: action,
|
||
groups: groups,
|
||
info: info
|
||
};
|
||
},
|
||
queryActions: {
|
||
bounce(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, info) {
|
||
// if (target.velocity.y < 0) {
|
||
// mech.undoCrouch();
|
||
// mech.enterAir();
|
||
mech.buttonCD_jump = 0; // reset short jump counter to prevent short jumps on boosts
|
||
mech.hardLandCD = 0 // disable hard landing
|
||
Matter.Body.setVelocity(target, {
|
||
x: target.velocity.x + (Math.random() - 0.5) * 2,
|
||
y: info
|
||
});
|
||
},
|
||
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();
|
||
}
|
||
},
|
||
levelAnnounce() {
|
||
let text = "L" + (game.levelsCleared) + " " + level.levels[level.onLevel];
|
||
if (game.levelsCleared === 0) text = "";
|
||
// text = "Level " + (game.levelsCleared + 1) + ": " + spawn.pickList[0] + "s + " + spawn.pickList[1] + "s";
|
||
game.makeTextLog(text, 300);
|
||
document.title = "n-gon: " + text;
|
||
|
||
// text = text + " with population: ";
|
||
// for (let i = 0, len = spawn.pickList.length; i < len; ++i) {
|
||
// if (spawn.pickList[i] != spawn.pickList[i - 1]) {
|
||
// text += spawn.pickList[i] + ", ";
|
||
// }
|
||
// }
|
||
// this.speech(text);
|
||
// game.makeTextLog(text, 360);
|
||
},
|
||
addToWorld(mapName) {
|
||
//needs to be run to put bodies into the world
|
||
for (let i = 0; i < body.length; i++) {
|
||
//body[i].collisionFilter.group = 0;
|
||
body[i].collisionFilter.category = 0x0000001;
|
||
body[i].collisionFilter.mask = 0x011111;
|
||
body[i].classType = "body";
|
||
World.add(engine.world, body[i]); //add to world
|
||
}
|
||
for (let i = 0; i < map.length; i++) {
|
||
//map[i].collisionFilter.group = 0;
|
||
map[i].collisionFilter.category = 0x000001;
|
||
map[i].collisionFilter.mask = 0x111111;
|
||
Matter.Body.setStatic(map[i], true); //make static
|
||
World.add(engine.world, map[i]); //add to world
|
||
}
|
||
for (let i = 0; i < cons.length; i++) {
|
||
World.add(engine.world, cons[i]);
|
||
}
|
||
for (let i = 0; i < consBB.length; i++) {
|
||
World.add(engine.world, consBB[i]);
|
||
}
|
||
}
|
||
}; |