Files
n-gon-improved/js/level.js
landgreen 9dc5c8d456 training maps
first 4 levels of the training maps are live
  this is very much a work in progress, but I'm putting it up for feedback

stunned and frozen mobs do no harm by default
  removed tech: osmoprotectant - stunned and frozen mobs do no harm

tech: annelids - randomly increase worm size and damage up to 100%

weak anthropic principle gives 45->50% duplication chance after almost dieing
complex spin-statistics immune to harm for 1.5->1.8 s every 7 s
exciton gives 60->66% damage
electronegativity gives 1% dmg for every 11->10 stored energy
arsenal gives 14->12% more damage per gun
pair production is now also a standing wave field tech
mass-energy takes 10% less damage
JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive
undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players
2021-12-20 12:03:38 -08:00

8166 lines
377 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: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
trainingLevels: ["trainingHold", "trainingThrow", "trainingCrouch", "trainingJump"],
levels: [],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// m.immuneCycle = Infinity //you can't take damage
// localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("plasma torch")
// b.giveGuns("spores")
// b.giveGuns("nail gun")
// b.giveGuns("harpoon")
// tech.giveTech("nematodes")
// for (let i = 0; i < 9; i++) tech.giveTech("annelids")
// tech.giveTech("tinsellated flagella")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
// tech.giveTech("antiscience")
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
// tech.tech[297].frequency = 100
// level.trainingThrow();
if (simulation.isTraining) {
level.trainingHold();
} else {
level.intro(); //starting level
}
// level.testing(); //not in rotation, used for testing
// level.template(); //not in rotation, blank start new map development
// level.final() //final boss level
// level.gauntlet(); //before final boss level
// level.labs();
// level.testChamber()
// level.sewers();
// level.satellite();
// level.skyscrapers();
// level.aerie();
// level.rooftops();
// level.warehouse();
// level.highrise();
// level.office();
// level.gauntlet(); //only fighting, very simple map, before final boss
// level.house() //community level
// level.detours() //community level
// level.basement(); //community level
// level.stronghold() //community level
// level.perplex() //community level
// level.coliseum() //community level
// level.crossfire() //community level
// level.vats() //community level
// level["n-gon"]() //community level
// level.tunnel() //community level
// powerUps.research.changeRerolls(3000)
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
// lore.techCount = 3
// simulation.isCheating = false //true;
// localSettings.loreCount = 3; //this sets what conversation is heard
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
// 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 && !build.isExperimentRun && !simulation.isTraining) {
localSettings.runCount += level.levelsCleared //track the number of total runs locally
localSettings.levelsClearedLastGame = level.levelsCleared
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
}
if (!simulation.isTraining) level.levelAnnounce();
simulation.noCameraScroll();
simulation.setZoom();
level.addToWorld(); //add bodies to game engine
simulation.draw.setPaths();
b.respawnBots();
m.resetHistory();
if (tech.isForeverDrones) {
if (tech.isDroneRadioactive) {
for (let i = 0; i < tech.isForeverDrones * 0.25; i++) {
b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
} else {
for (let i = 0; i < tech.isForeverDrones; i++) {
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
}
}
if (tech.isExtraMaxEnergy) {
tech.healMaxEnergyBonus += 0.05 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
m.setMaxEnergy();
}
if (tech.isGunCycle) {
b.inventoryGun++;
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
simulation.switchGun();
}
if (tech.isSwitchReality && powerUps.research.count > 0) {
powerUps.research.changeRerolls(-1);
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
m.switchWorlds()
simulation.trails()
powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
}
if (tech.isHealLowHealth) {
const len = Math.ceil((m.maxHealth - m.health) / 0.26)
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false);
}
if (tech.isMACHO) spawn.MACHO()
for (let i = 0; i < tech.wimpCount; i++) {
spawn.WIMP()
for (let j = 0, len = 5; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
}
for (let i = 0; i < tech.wimpExperiment; i++) spawn.WIMP()
if (tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
tech.isFlipFlopOn = true
m.eyeFillColor = m.fieldMeterColor
simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
}
if (tech.isSpawnExitTech) {
for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
}
},
trainingJump() { //learn to crouch
m.addHealth(Infinity)
document.getElementById("health").style.display = "none" //hide your health bar
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`hold down <strong>${input.key.up}</strong> longer to jump higher`, Infinity)
level.custom = () => {
if (instruction === 0 && m.pos.x > 300) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>hold down <strong>${input.key.up}</strong> longer to jump higher</s>`, Infinity)
}
m.health = 1 //can't die
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//dark
ctx.fillStyle = "rgba(0,0,0,0.2)"
ctx.fillRect(1000, 0, 450, 1800)
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(275, -350, 200, 375);
spawn.mapRect(-250, 0, 1250, 1800);
spawn.mapRect(1450, 0, 1075, 1800);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingCrouch() { //learn to crouch
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`press <strong>${input.key.down}</strong> to crouch`, Infinity)
level.custom = () => {
if (instruction === 0 && input.down) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>press <strong>${input.key.down}</strong> to crouch</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1650, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1650, -400, 400, 400)
//dark
ctx.fillStyle = "rgba(0,0,0,0.2)"
ctx.fillRect(625, -100, 1025, 175)
};
// spawn.mapRect(1025, -675, 300, 623); //crouch wall
spawn.mapRect(625, -650, 1025, 550);
spawn.mapRect(-200, -650, 875, 300);
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingThrow() { //throw a block on button to open door
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
const buttonDoor = level.button(1635, -400)
const door = level.door(1612.5, -175, 25, 190, 185, 3)
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong>
<br>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>`, Infinity)
level.custom = () => {
console.log(m.throwCharge)
if (instruction === 0 && m.isHolding) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong></s>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong>`, Infinity)
} else if (instruction === 1 && m.throwCharge > 2) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong></s>
<br>throw the <strong class='color-block'>block</strong> onto the button`, Infinity)
// the <strong class='color-block'>block</strong> at the button
} else if (instruction === 2 && !buttonDoor.isUp && Vector.magnitudeSquared(Vector.sub(body[0].position, buttonDoor.min)) < 10000) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong>
<br>throw the <strong class='color-block'>block</strong> onto the button</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
door.draw();
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
// spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1790, -600, 250, 225); //button left wall
spawn.mapRect(1625, -400, 400, 50);
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingHold() { //put block on button to open door
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
const buttonDoor = level.button(500, 0)
const door = level.door(1612.5, -175, 25, 190, 185, 3)
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong>`, Infinity)
level.custom = () => {
if (instruction === 0 && input.field) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong></s><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up`, Infinity)
} else if (instruction === 1 && m.isHolding) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up</s><br>drop the <strong class='color-block'>block</strong> on the red button to open the door`, Infinity)
} else if (instruction === 2 && !buttonDoor.isUp && Vector.magnitudeSquared(Vector.sub(body[0].position, buttonDoor.min)) < 10000) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up<br>drop the <strong class='color-block'>block</strong> on the red button to open the door</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
door.draw();
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingTemplate() { //learn to crouch
m.addHealth(Infinity)
document.getElementById("health").style.display = "none" //hide your health bar
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`press <strong>${input.key.down}</strong> to crouch`, Infinity)
level.custom = () => {
if (instruction === 0 && input.down) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>press <strong>${input.key.down}</strong> to crouch</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
custom() {},
customTopLayer() {},
setDifficulty() {
simulation.difficulty = 0
b.dmgScale = 1; //damage done by player decreases each level
simulation.accelScale = 1 //mob acceleration increases each level
simulation.CDScale = 1 //mob CD time decreases each level
simulation.dmgScale = 0.41 * 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;
},
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
simulation.difficulty++
b.dmgScale *= 0.914; //damage done by player decreases each level
if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each level
if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level
}
simulation.dmgScale = 0.41 * 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;
// console.log(`CD = ${simulation.CDScale}`)
},
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
for (let i = 0; i < num; i++) {
simulation.difficulty--
b.dmgScale /= 0.914; //damage done by player decreases each level
if (simulation.accelScale > 1) simulation.accelScale /= 1.025 //mob acceleration increases each level
if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level
}
if (simulation.difficulty < 1) simulation.difficulty = 0;
simulation.dmgScale = 0.41 * 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() {
const difficulty = simulation.isCheating ? "testing" : level.difficultyText()
if (level.levelsCleared === 0) {
document.title = "n-gon: (" + difficulty + ")";
} else {
document.title = `n-gon: ${level.levelsCleared} ${level.levels[level.onLevel]} (${difficulty})`
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
},
populateLevels() {
if (simulation.isTraining) {
level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
} else {
simulation.isHorizontalFlipped = (Math.random() < 0.5) ? true : false //if true, some maps are flipped horizontally
level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
if (simulation.isCommunityMaps) {
level.levels.push("stronghold");
level.levels.push("basement");
level.levels.push("crossfire");
level.levels.push("vats")
level.levels.push("n-gon")
level.levels.push("house");
level.levels.push("perplex");
level.levels.push("coliseum");
level.levels.push("tunnel");
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
if (!build.isExperimentSelection || (build.hasExperimentalMode && !simulation.isCheating)) { //experimental mode is endless, unless you only have an experiment Tech
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
}
}
},
flipHorizontal() {
const flipX = (who) => {
for (let i = 0, len = who.length; i < len; i++) {
Matter.Body.setPosition(who[i], { x: -who[i].position.x, y: who[i].position.y })
}
}
flipX(map)
flipX(body)
flipX(mob)
flipX(powerUp)
for (let i = 0, len = cons.length; i < len; i++) {
cons[i].pointA.x *= -1
cons[i].pointB.x *= -1
}
for (let i = 0, len = consBB.length; i < len; i++) {
consBB[i].pointA.x *= -1
consBB[i].pointB.x *= -1
}
level.exit.x = -level.exit.x - 100 //minus the 100 because of the width of the graphic
},
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);
//makes perfect diamagnetism tech: Lenz's law show up in the right spot at the start of a level
m.fieldPosition = { x: m.pos.x, y: m.pos.y }
m.fieldAngle = m.angle
},
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();
}
},
addToWorld() { //needs to be run to put bodies into the world
for (let i = 0; i < body.length; i++) {
if (body[i] !== m.holdingTarget && !body[i].isNoSetCollision) {
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";
Composite.add(engine.world, body[i]); //add to world
}
for (let i = 0; i < map.length; i++) {
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
Composite.add(engine.world, map[i]); //add to world
}
},
spinner(x, y, width, height, density = 0.001, angle = 0, frictionAir = 0.001, angularVelocity = 0) {
x += width / 2
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: frictionAir,
friction: 1,
frictionStatic: 1,
restitution: 0,
});
Matter.Body.setAngle(who, angle)
Matter.Body.setAngularVelocity(who, angularVelocity);
Matter.Body.setDensity(who, density)
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
x: who.position.x,
y: who.position.y
},
bodyB: who,
stiffness: 1,
damping: 1
});
Composite.add(engine.world, constraint);
return constraint
},
boost(x, y, height = 1000) { //height is how high the player will be flung above y
who = map[map.length] = Matter.Bodies.fromVertices(x + 50, y + 35, Vertices.fromPath("120 40 -120 40 -50 -40 50 -40"), {
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
},
boostBounds: {
min: {
x: x,
y: y - 20
},
max: {
x: x + 100,
y: y
}
},
yVelocity: -1.21 * Math.sqrt(Math.abs(height)),
query() {
// check for collisions
query = (who) => {
if (Matter.Query.region(who, this.boostBounds).length > 0) {
list = Matter.Query.region(who, this.boostBounds)
Matter.Body.setVelocity(list[0], {
x: list[0].velocity.x + (Math.random() - 0.5) * 2.5, //add a bit of horizontal drift to reduce endless bounces
y: this.yVelocity //give a upwards velocity
});
}
}
query(body)
query(mob)
query(bullet)
query(powerUp)
//player collision
if (Matter.Query.region([player], this.boostBounds).length > 0) {
m.buttonCD_jump = 0; // reset short jump counter to prevent short jumps on boosts
m.hardLandCD = 0 // disable hard landing
if (player.velocity.y > 26) {
Matter.Body.setVelocity(player, {
x: player.velocity.x,
y: -15 //gentle bounce if coming down super fast
});
} else {
Matter.Body.setVelocity(player, {
x: player.velocity.x + (Math.random() - 0.5) * 2.5,
y: this.yVelocity //give a upwards velocity that will put the player that the height desired
});
}
}
//draw
ctx.fillStyle = "rgba(200,0,255,0.15)";
ctx.fillRect(this.boostBounds.min.x, this.boostBounds.min.y - 10, 100, 30);
ctx.fillStyle = "rgba(200,0,255,0.05)";
ctx.fillRect(this.boostBounds.min.x, this.boostBounds.min.y - 50, 100, 70);
// ctx.fillStyle = "rgba(200,0,255,0.02)";
// ctx.fillRect(x, y - 120, 100, 120);
},
});
return who
},
elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
x += width / 2
y += height / 2
maxHeight += height / 2
const yTravel = maxHeight - y
force += simulation.g
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,
frictionAir: 0.001,
holdX: x,
move() {
if (!m.isBodiesAsleep) {
if (this.isUp) { //moving up still with high air friction
this.force.y -= force * this.mass //hard force propels up, even with high friction
if (this.position.y < maxHeight) { //switch to down mode
this.isUp = false
this.frictionAir = friction.down
//adds a hard jerk at the top of vertical motion because it's fun
Matter.Body.setPosition(this, {
x: this.holdX,
y: maxHeight
});
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
}
} else if (this.position.y + 10 * this.velocity.y > y) { //free falling down, with only air friction
Matter.Body.setVelocity(this, { //slow down early to avoid a jerky stop that can pass through blocks
x: 0,
y: this.velocity.y * 0.7
});
if (this.position.y + this.velocity.y > y) { //switch to up mode
this.isUp = true
this.frictionAir = friction.up
}
}
}
// hold horizontal position
Matter.Body.setPosition(this, {
x: this.holdX,
y: this.position.y
});
Matter.Body.setVelocity(this, {
x: 0,
y: this.velocity.y
});
},
off() {
Matter.Body.setPosition(this, {
x: this.holdX,
y: this.position.y
});
Matter.Body.setVelocity(this, {
x: 0,
y: this.velocity.y
});
},
constraint: this.null,
addConstraint() {
this.constraint = Constraint.create({
pointA: {
x: this.position.x,
y: this.position.y
},
bodyB: this,
stiffness: 0.01,
damping: 0.3
});
Composite.add(engine.world, this.constraint);
},
removeConstraint() {
Composite.remove(engine.world, this.constraint, true)
},
drawTrack() {
ctx.fillStyle = "#ccc"
ctx.fillRect(this.holdX, y, 5, yTravel)
}
});
Matter.Body.setDensity(who, 0.01) //10x density for added stability
return who
},
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
});
Composite.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,
isComposite: true
});
const rotor2 = Matter.Bodies.rectangle(x, y, width, radius, {
angle: Math.PI / 2,
density: density,
isNotHoldable: true,
isComposite: 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
});
Composite.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
});
Composite.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
},
toggle(x, y, isOn = false, isLockOn = false) {
spawn.mapVertex(x + 65, y + 2, "70 10 -70 10 -40 -10 40 -10"); //toggle platform
map[map.length - 1].restitution = 0;
map[map.length - 1].friction = 1;
map[map.length - 1].frictionStatic = 1;
spawn.bodyRect(x, y - 5, 120, 15) //toggle body called flip
let flip = body[body.length - 1];
flip.isNoSetCollision = true //prevents collision from being rewritten in level.addToWorld
flip.collisionFilter.category = cat.body
flip.collisionFilter.mask = cat.player | cat.body
flip.isNotHoldable = true
flip.frictionAir = 0.01
flip.restitution = 0
Matter.Body.setDensity(flip, 0.003)
if (isOn) {
Matter.Body.setAngle(flip, (0.25 - 0.5) * Math.PI)
} else {
Matter.Body.setAngle(flip, (-0.25 - 0.5) * Math.PI)
}
cons[cons.length] = Constraint.create({
pointA: {
x: x + 65,
y: y - 5
},
bodyB: flip,
stiffness: 1,
length: 0
});
Composite.add(engine.world, [cons[cons.length - 1]]);
return {
flip: flip,
isOn: isOn,
query() {
const limit = {
right: (-0.25 - 0.5) * Math.PI,
left: (0.25 - 0.5) * Math.PI
}
if (flip.angle < limit.right) {
Matter.Body.setAngle(flip, limit.right)
Matter.Body.setAngularVelocity(flip, 0);
if (!isLockOn) this.isOn = false
} else if (flip.angle > limit.left) {
Matter.Body.setAngle(flip, limit.left)
Matter.Body.setAngularVelocity(flip, 0);
this.isOn = true
}
if (this.isOn) {
ctx.beginPath();
ctx.moveTo(flip.vertices[0].x, flip.vertices[0].y);
for (let j = 1; j < flip.vertices.length; j++) {
ctx.lineTo(flip.vertices[j].x, flip.vertices[j].y);
}
ctx.lineTo(flip.vertices[0].x, flip.vertices[0].y);
ctx.fillStyle = "#3df"
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = color.blockS;
ctx.stroke();
}
},
}
},
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) //are any blocks colliding with this
if (list.length > 0) {
if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) { //not too big of a block
Matter.Body.setPosition(list[0], { //teleport block to the center of the button
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)
}
}
}
},
door(x, y, width, height, distance, speed = 1) {
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 - speed
}
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 + speed
}
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(isRemoveBlocks = false) {
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
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
Matter.Body.setPosition(player, this.portalPair.portal.position);
} else { //if at some odd angle
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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
if (isRemoveBlocks) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
break
}
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);
}
}
}
// }
//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.Composite.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.Composite.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: color.map,
draw: draw,
query: query,
lastPortalCycle: 0
});
Matter.Body.setStatic(mapA, true); //make static
Composite.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: color.map,
draw: draw,
query: query,
lastPortalCycle: 0,
});
Matter.Body.setStatic(mapB, true); //make static
Composite.add(engine.world, mapB); //add to world
mapA.portal = portalA
mapB.portal = portalB
mapA.portalPair = mapB
mapB.portalPair = mapA
return [portalA, portalB, mapA, mapB]
},
drip(x, yMin, yMax, period = 100, color = "hsla(160, 100%, 35%, 0.5)") {
return {
x: x,
y: yMin,
period: period,
dropCycle: 0,
speed: 0,
draw() {
if (!m.isBodiesAsleep) {
if (this.dropCycle < simulation.cycle) { //reset
this.dropCycle = simulation.cycle + this.period + Math.floor(40 * Math.random())
this.y = yMin
this.speed = 1
} else { //fall
this.speed += 0.35 //acceleration from gravity
this.y += this.speed
}
}
if (this.y < yMax) { //draw
ctx.fillStyle = color //"hsla(160, 100%, 35%,0.75)"
ctx.beginPath();
ctx.arc(this.x, this.y, 8, 0, 2 * Math.PI);
ctx.fill();
}
}
}
},
isHazardRise: false,
hazard(x, y, width, height, damage = 0.003) {
return {
min: {
x: x,
y: y
},
max: {
x: x + width,
y: y + height
},
width: width,
height: height,
maxHeight: height,
isOn: true,
opticalQuery() {
if (this.isOn) {
//draw
ctx.fillStyle = `hsla(0, 100%, 50%,${0.6 + 0.4 * Math.random()})`
ctx.fillRect(this.min.x, this.min.y, this.width, this.height)
//collision with player
if (this.height > 0 && Matter.Query.region([player], this).length && !(m.isCloak)) {
if (m.immuneCycle < m.cycle) {
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
});
}
}
}
},
query() {
if (this.isOn) {
ctx.fillStyle = "hsla(160, 100%, 35%,0.75)"
const offset = 5 * Math.sin(simulation.cycle * 0.015)
ctx.fillRect(this.min.x, this.min.y + offset, this.width, this.height - offset)
if (this.height > 0 && Matter.Query.region([player], this).length) {
if (m.immuneCycle < m.cycle) {
const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
if (m.energy > DRAIN) {
m.energy -= DRAIN
m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
} else {
m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1))
}
}
//float
if (player.velocity.y > 5) player.force.y -= 0.95 * player.mass * simulation.g
const slowY = (player.velocity.y > 0) ? Math.max(0.8, 1 - 0.002 * 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(0.95, 1 - 0.036 * Math.abs(player.velocity.x)) * player.velocity.x,
y: slowY * player.velocity.y
});
}
//float power ups
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)
// }
// },
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
});
Composite.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
});
Composite.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
});
Composite.add(engine.world, cons[cons.length - 1]);
}
},
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
labs() {
level.isProcedural = true //used in generating text itn he level builder
level.defaultZoom = 1700
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d9d9de" //"#d3d3db" //"#dcdcdf";
let isDoorLeft, isDoorRight, x, y
doCustom = []
doCustomTopLayer = []
offset = { x: 0, y: 0 }
const mobSpawnChance = 0 // Math.random() < chance + 0.07 * simulation.difficulty
enterOptions = [
(x = offset.x, y = offset.y) => { //lasers
level.setPosToSpawn(x + 1750, y - 800);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(x + 1450, y - 1350, 50, 450); //entrance left wall
spawn.bodyRect(x + 1460, y - 900, 30, 150); //entrance door
spawn.mapRect(x + 1600, y - 350, 500, 100); //toggle shelf
const toggle = level.toggle(x + 1650, y - 350, true) //(x,y,isOn,isLockOn = true/false)
let hazard
if (Math.random() > 0.5) {
spawn.mapRect(x + 550, y - 750, 1500, 50); //entrance shelf
hazard = level.hazard(x + 850, y - 920, 600, 10, 0.4) //laser
spawn.mapRect(x + 860, y - 925, 10, 20); //laser nose
spawn.mapRect(x + 660, y - 975, 200, 120); //laser body
} else {
spawn.mapRect(x + 1350, y - 750, 700, 50); //entrance shelf
hazard = level.hazard(x + 1040, y - 660, 1000, 10, 0.4) //laser
spawn.mapRect(x + 1050, y - 665, 10, 20); //laser nose
spawn.mapRect(x + 650, y - 705, 400, 100); //laser body
}
const hazard2 = level.hazard(x, y - 330, 450, 10, 0.4) //laser
spawn.mapRect(x + 440, y - 335, 10, 20); //laser nose
spawn.mapRect(x + 450, y - 375, 400, 100); //laser body
//exit hazards
const Xoffset = Math.floor(400 * Math.random())
const hazard3 = level.hazard(x + Xoffset, y - 1300, 10, 1300, 0.4) //laser
spawn.mapRect(x + Xoffset - 5, y - 1310, 20, 20); //laser nose
const Xoffset2 = 1650 + Math.floor(300 * Math.random())
const hazard4 = level.hazard(x + Xoffset2, y - 240, 10, 250, 0.4) //laser
spawn.mapRect(x + Xoffset2 - 5, y - 250, 20, 20); //laser nose
spawn.randomMob(x + 150, y + -1100, mobSpawnChance);
spawn.randomMob(x + 175, y + -775, mobSpawnChance);
spawn.randomMob(x + 150, y + -350, mobSpawnChance);
spawn.randomMob(x + 150, y + -75, mobSpawnChance);
spawn.randomMob(x + 650, y + -125, mobSpawnChance);
spawn.randomMob(x + 1200, y + -75, mobSpawnChance);
// let isSpawnedMobs = false
doCustomTopLayer.push(
() => {
toggle.query();
hazard.isOn = toggle.isOn
hazard2.isOn = toggle.isOn
hazard3.isOn = toggle.isOn
hazard4.isOn = toggle.isOn
hazard.opticalQuery();
hazard2.opticalQuery();
hazard3.opticalQuery();
hazard4.opticalQuery();
// if (!isSpawnedMobs && !toggle.isOn) {
// isSpawnedMobs = true
// spawn.randomMob(x + 150, y + -1100, mobSpawnChance);
// spawn.randomMob(x + 175, y + -775, mobSpawnChance);
// spawn.randomMob(x + 150, y + -350, mobSpawnChance);
// spawn.randomMob(x + 150, y + -75, mobSpawnChance);
// spawn.randomMob(x + 650, y + -125, mobSpawnChance);
// spawn.randomMob(x + 1200, y + -75, mobSpawnChance);
// }
}
)
},
]
exitOptions = [
(x = offset.x, y = offset.y) => {
level.exit.x = x + 1725;
level.exit.y = y - 980;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(x + 1500, y - 950, 500, 25); //exit platform
spawn.mapRect(x + 1550, y - 1300, 25, 175); //exit side wall
spawn.mapVertex(x + 1300, y - 125, "-400 0 -250 -400 250 -400 400 0");
spawn.bodyRect(x + 1075, y - 475, 125, 125, 0.25);
spawn.bodyRect(x + 500, y - 100, 125, 100, 0.25);
spawn.bodyRect(x + 200, y - 150, 100, 150, 0.25);
spawn.bodyRect(x + 1075, y - 1075, 100, 125, 0.25);
const density = 0.0015 //+ (simulation.difficultyMode < 5 ? 0.0035 : 0)
const angle = Math.PI / 2
const variance = 0 //Math.PI
const frictionAir = 0.03
const angularVelocity = 0 //0.01
const spinVariance = 0 //0.02
balance1 = level.spinner(x + 200, y - 500, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance2 = level.spinner(x + 200, y - 950, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance3 = level.spinner(x + 650, y - 750, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
// balance4 = level.spinner(x + 750, y - 1050, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance4 = level.spinner(x + 1250, y - 1000, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
let isInRoom = false
doCustom.push(
() => {
if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2700 && m.pos.y > y - 1300 && m.pos.y < y) { //check if player is in this room and run code once
isInRoom = true
spawn.randomMob(x + 1175, y - 725, mobSpawnChance);
spawn.randomMob(x + 1450, y - 725, mobSpawnChance);
spawn.randomMob(x + 425, y - 100, mobSpawnChance);
spawn.randomMob(x + 1700, y - 300, mobSpawnChance);
spawn.randomMob(x + 1300, y - 375, mobSpawnChance);
}
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(x + 1550, y - 1300, 450, 350)
}
)
doCustomTopLayer.push(
() => {
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();
}
)
},
(x = offset.x, y = offset.y) => {
level.exit.x = x + 1750;
level.exit.y = y - 980;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(x + 1550, y - 950, 500, 25); //exit platform
spawn.mapRect(x + 1600, y - 1300, 25, 175); //exit side wall
spawn.bodyRect(x + 1275, y - 475, 125, 125, 0.25);
spawn.bodyRect(x + 500, y - 100, 125, 100, 0.25);
spawn.bodyRect(x + 800, y - 150, 100, 150, 0.25);
spawn.bodyRect(x + 875, y + -50, 50, 50);
spawn.bodyRect(x + 1025, y + -50, 50, 50);
if (Math.random() > 0.5) {
const density = 0.0012 //+ (simulation.difficultyMode < 5 ? 0.003 : 0)
const angle = Math.PI / 2
const variance = 0.2 //Math.PI
const frictionAir = 0.015
const height = 35
balance1 = level.spinner(x + 1300, y - 425, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance3 = level.spinner(x + 750, y - 650, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance2 = level.spinner(x + 300, y - 425, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance4 = level.spinner(x + 1250, y - 950, 50, 550, density, angle, 0.1)
const rotatingBlock = body[body.length - 1]
doCustom.push(
() => {
if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2700 && m.pos.y > y - 1300 && m.pos.y < y) { //check if player is in this room and run code once
isInRoom = true
spawn.randomMob(x + 1175, y - 725, mobSpawnChance);
spawn.randomMob(x + 1450, y - 725, mobSpawnChance);
spawn.randomMob(x + 425, y - 100, mobSpawnChance);
spawn.randomMob(x + 1200, y - 125, mobSpawnChance);
spawn.randomMob(x + 1300, y - 375, mobSpawnChance);
}
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(x + 1600, y - 1300, 400, 350)
rotatingBlock.torque += rotatingBlock.inertia * 0.000005
}
)
} else {
const density = 0.001 //+ (simulation.difficultyMode < 5 ? 0.003 : 0)
const angle = Math.PI / 2
const variance = Math.PI
const frictionAir = 0.015
const width = 200
const height = 200
const spinVariance = 0.05
balance1 = level.spinner(x + 175, y - 300, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance2 = level.spinner(x + 500, y - 525, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance3 = level.spinner(x + 850, y - 700, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance4 = level.spinner(x + 1250, y - 850, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
doCustom.push(
() => {
if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2700 && m.pos.y > y - 1300 && m.pos.y < y) { //check if player is in this room and run code once
isInRoom = true
spawn.randomMob(x + 1175, y - 725, mobSpawnChance);
spawn.randomMob(x + 1450, y - 725, mobSpawnChance);
spawn.randomMob(x + 425, y - 100, mobSpawnChance);
spawn.randomMob(x + 1200, y - 125, mobSpawnChance);
spawn.randomMob(x + 1300, y - 375, mobSpawnChance);
}
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(x + 1600, y - 1300, 400, 350)
}
)
}
let isInRoom = false
doCustomTopLayer.push(
() => {
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();
}
)
}
]
emptyOptions = [ //nothing good here except the starting power up, and duplicated bosses
(x = offset.x, y = offset.y) => { //pulse
if (!isDoorLeft && isDoorRight) { //flipped, entering from the right
powerUps.spawnStartingPowerUps(x + 2000 - 1650, y + -400);
spawn.mapRect(x + 2000 - 1575 - 25, y + -625, 25, 375); //wall on top of wall
spawn.mapRect(x + 2000 - 1575 - 25, y + -1325, 25, 525); //wall on top of wall
spawn.mapRect(x + 2000 - 1525 - 250, y + -350, 250, 450); //wall
spawn.mapRect(x + 2000 - 245 - 300, y + -200, 300, 100); //gun
spawn.mapRect(x + 2000 - 530 - 25, y + -190, 25, 80); //gun nose
const button = level.button(x + 2000 - 290 - 140, y - 200)
button.isReadyToFire = true
doCustom.push(
() => {
ctx.fillStyle = "rgba(0,0,0,0.05)"; //"rgba(0,0,0,0.1)";
ctx.fillRect(x + 2000 - 255 - 280, y + -100, 280, 100);
button.query();
button.draw();
if (!button.isReadyToFire && button.isUp) {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
b.pulse(90, Math.PI, { x: x + 2000 - 560, y: y - 150 })
}
}
)
spawn.randomMob(x + 2000 - 1600, y + -425, mobSpawnChance);
spawn.randomMob(x + 2000 - 1725, y + -1250, mobSpawnChance);
spawn.randomMob(x + 2000 - 1250, y + -1200, mobSpawnChance);
spawn.randomMob(x + 2000 - 300, y + -1200, mobSpawnChance);
spawn.randomMob(x + 2000 - 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 2000 - 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
} else {
powerUps.spawnStartingPowerUps(x + 1650, y + -400);
spawn.mapRect(x + 1575, y + -625, 25, 375); //wall on top of wall
spawn.mapRect(x + 1575, y + -1325, 25, 525); //wall on top of wall
spawn.mapRect(x + 1525, y + -350, 250, 450); //wall
spawn.mapRect(x + 245, y + -200, 300, 100); //gun
spawn.mapRect(x + 530, y + -190, 25, 80); //gun nose
const button = level.button(x + 290, y - 200)
button.isReadyToFire = true
doCustom.push(
() => {
ctx.fillStyle = "rgba(0,0,0,0.05)"; //"rgba(0,0,0,0.1)";
ctx.fillRect(x + 255, y + -100, 280, 100);
button.query();
button.draw();
if (!button.isReadyToFire && button.isUp) {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
b.pulse(90, 0, { x: x + 560, y: y - 150 })
}
}
)
spawn.randomMob(x + 1600, y + -425, mobSpawnChance);
spawn.randomMob(x + 1725, y + -1250, mobSpawnChance);
spawn.randomMob(x + 1250, y + -1200, mobSpawnChance);
spawn.randomMob(x + 300, y + -1200, mobSpawnChance);
spawn.randomMob(x + 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
}
},
(x = offset.x, y = offset.y) => { //spawn block and fire it
if (!isDoorLeft && isDoorRight) {
powerUps.spawnStartingPowerUps(x + 1650, y + -400);
spawn.mapRect(x + 2000 - 1575 - 25, y + -625, 25, 375); //wall on top of wall
spawn.mapRect(x + 2000 - 1575 - 25, y + -1325, 25, 525); //wall on top of wall
spawn.mapRect(x + 2000 - 1525 - 250, y + -350, 250, 450); //wall
spawn.mapRect(x + 2000 - 245 - 300, y + -200, 300, 100); //gun
spawn.mapRect(x + 2000 - 530 - 25, y + -190, 25, 80);
const button = level.button(x + 2000 - 290 - 140, y - 200)
button.isReadyToFire = true
doCustom.push(
() => {
ctx.fillStyle = "rgba(0,0,0,0.05)"; //"rgba(0,0,0,0.1)";
ctx.fillRect(x + 2000 - 255 - 280, y + -100, 280, 100);
button.query();
button.draw();
if (!button.isReadyToFire && button.isUp) {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
fireBlock = function(xPos, yPos) {
const index = body.length
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
const bodyBullet = body[body.length - 1]
Matter.Body.setVelocity(body[index], {
x: -120,
y: -5
});
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
Composite.add(engine.world, body[index]); //add to world
setTimeout(() => { //remove block
for (let i = 0; i < body.length; i++) {
if (body[i] === bodyBullet) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
}
}
}, 1000);
}
fireBlock(x + 2000 - 90 - 560 + 30 * Math.random(), y - 140);
fireBlock(x + 2000 - 90 - 560 + 30 * Math.random(), y - 160);
fireBlock(x + 2000 - 90 - 560 + 30 * Math.random(), y - 180);
fireBlock(x + 2000 - 90 - 560 + 30 * Math.random(), y - 200);
fireBlock(x + 2000 - 90 - 560 + 30 * Math.random(), y - 220);
fireBlock(x + 2000 - 90 - 560 + 30 * Math.random(), y - 240);
}
}
)
spawn.randomMob(x + 2000 - 1600, y + -425, mobSpawnChance);
spawn.randomMob(x + 2000 - 1725, y + -1250, mobSpawnChance);
spawn.randomMob(x + 2000 - 1250, y + -1200, mobSpawnChance);
spawn.randomMob(x + 2000 - 300, y + -1200, mobSpawnChance);
spawn.randomMob(x + 2000 - 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 2000 - 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
} else {
powerUps.spawnStartingPowerUps(x + 1650, y + -400);
spawn.mapRect(x + 1575, y + -625, 25, 375); //wall on top of wall
spawn.mapRect(x + 1575, y + -1325, 25, 525); //wall on top of wall
spawn.mapRect(x + 1525, y + -350, 250, 450); //wall
spawn.mapRect(x + 245, y + -200, 300, 100); //gun
spawn.mapRect(x + 530, y + -190, 25, 80);
const button = level.button(x + 290, y - 200)
button.isReadyToFire = true
doCustom.push(
() => {
ctx.fillStyle = "rgba(0,0,0,0.05)"; //"rgba(0,0,0,0.1)";
ctx.fillRect(x + 255, y + -100, 280, 100);
button.query();
button.draw();
if (!button.isReadyToFire && button.isUp) {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
fireBlock = function(xPos, yPos) {
const index = body.length
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
const bodyBullet = body[body.length - 1]
Matter.Body.setVelocity(body[index], {
x: 120,
y: -5
});
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
Composite.add(engine.world, body[index]); //add to world
setTimeout(() => { //remove block
for (let i = 0; i < body.length; i++) {
if (body[i] === bodyBullet) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
}
}
}, 1000);
}
fireBlock(x + 560 + 30 * Math.random(), y - 140);
fireBlock(x + 560 + 30 * Math.random(), y - 160);
fireBlock(x + 560 + 30 * Math.random(), y - 180);
fireBlock(x + 560 + 30 * Math.random(), y - 200);
fireBlock(x + 560 + 30 * Math.random(), y - 220);
fireBlock(x + 560 + 30 * Math.random(), y - 240);
}
}
)
spawn.randomMob(x + 1600, y + -425, mobSpawnChance);
spawn.randomMob(x + 1725, y + -1250, mobSpawnChance);
spawn.randomMob(x + 1250, y + -1200, mobSpawnChance);
spawn.randomMob(x + 300, y + -1200, mobSpawnChance);
spawn.randomMob(x + 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
}
},
(x = offset.x, y = offset.y) => { //fire an "ammo clip" of blocks
if (!isDoorLeft && isDoorRight) { //flipped, entering from the right
powerUps.spawnStartingPowerUps(x + 2000 - 1650, y + -400);
spawn.mapRect(x + 2000 - 1575 - 25, y + -625, 25, 375); //wall on top of wall
spawn.mapRect(x + 2000 - 1575 - 25, y + -1325, 25, 525); //wall on top of wall
spawn.mapRect(x + 2000 - 1525 - 250, y + -350, 250, 450); //wall
spawn.mapRect(x + 2000 - 175 - 370, y + -200, 370, 100); //gun
spawn.mapRect(x + 2000 - 530 - 25, y + -190, 25, 80);
spawn.mapRect(x + 2000 - 545 - 10, y + -770, 10, 325); //block loader for gun //walls
spawn.mapRect(x + 2000 - 620 - 10, y + -770, 10, 325); //walls
spawn.mapRect(x + 2000 + 50 - 150, y + -425, 150, 50);
spawn.mapRect(x + 2000 - 175 - 370, y + -650, 370, 50);
spawn.mapRect(x + 2000 - 540 - 95, y + -460, 95, 15); //bottom that opens and closes
const bulletDoor = map[map.length - 1] //keep track of this body so it can be make non-collide later
for (let i = 0; i < 6; i++) spawn.bodyRect(x + 2000 - 60 - 555 + Math.floor(Math.random() * 10), y + -520 - 50 * i, 50, 50); //bullets for gun
spawn.bodyRect(x + 2000 - 250 - 40, y + -700, 40, 50); //extra bullets
spawn.bodyRect(x + 2000 - 350 - 30, y + -700, 30, 35);
spawn.bodyRect(x + 2000 - 425 - 40, y + -700, 40, 70);
const button = level.button(x + 2000 - 280 - 140, y - 200) //trigger for gun
button.isReadyToFire = true
doCustom.push(
() => {
ctx.fillStyle = "rgba(0,0,0,0.05)"; //"rgba(0,0,0,0.1)";
ctx.fillRect(x + 2000 - 200 - 325, y + -625, 325, 650);
button.query();
button.draw();
if (!button.isReadyToFire && button.isUp) {
button.isReadyToFire = true
bulletDoor.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
bulletDoor.collisionFilter.mask = 0 //cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
} else if (!button.isUp) {
const bounds = {
min: {
x: x + 2000 - 580,
y: y - 125
},
max: {
x: x + 2000 - 530,
y: y - 110
}
}
const list = Matter.Query.region(body, bounds)
for (let i = 0, len = list.length; i < len; i++) {
Matter.Body.setVelocity(list[i], {
x: -120,
y: -5
});
}
if (Matter.Query.region([player], bounds).length) {
Matter.Body.setVelocity(player, {
x: -100,
y: -5
});
}
ctx.fillStyle = `rgba(255,0,255,${0.2 + 0.7 * Math.random()})`
ctx.fillRect(bounds.min.x, y - 185, 38, 70);
}
}
)
spawn.randomMob(x + 2000 - 1600, y + -425, mobSpawnChance);
spawn.randomMob(x + 2000 - 1725, y + -1250, mobSpawnChance);
spawn.randomMob(x + 2000 - 1250, y + -1200, mobSpawnChance);
spawn.randomMob(x + 2000 - 300, y + -1200, mobSpawnChance);
spawn.randomMob(x + 2000 - 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 2000 - 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
} else {
powerUps.spawnStartingPowerUps(x + 1650, y + -400);
spawn.mapRect(x + 1575, y + -625, 25, 375); //wall on top of wall
spawn.mapRect(x + 1575, y + -1325, 25, 525); //wall on top of wall
spawn.mapRect(x + 1525, y + -350, 250, 450); //wall
spawn.mapRect(x + 175, y + -200, 370, 100); //gun
spawn.mapRect(x + 530, y + -190, 25, 80);
spawn.mapRect(x + 545, y + -770, 10, 325); //block loader for gun //walls
spawn.mapRect(x + 620, y + -770, 10, 325); //walls
spawn.mapRect(x - 50, y + -425, 150, 50);
spawn.mapRect(x + 175, y + -650, 370, 50);
spawn.mapRect(x + 540, y + -460, 95, 15); //bottom that opens and closes
const bulletDoor = map[map.length - 1] //keep track of this body so it can be make non-collide later
for (let i = 0; i < 6; i++) spawn.bodyRect(x + 555 + Math.floor(Math.random() * 10), y + -520 - 50 * i, 50, 50); //bullets for gun
spawn.bodyRect(x + 250, y + -700, 40, 50); //extra bullets
spawn.bodyRect(x + 350, y + -700, 30, 35);
spawn.bodyRect(x + 425, y + -700, 40, 70);
const button = level.button(x + 280, y - 200) //trigger for gun
button.isReadyToFire = true
doCustom.push(
() => {
ctx.fillStyle = "rgba(0,0,0,0.05)"; //"rgba(0,0,0,0.1)";
ctx.fillRect(x + 200, y + -625, 325, 650);
button.query();
button.draw();
if (!button.isReadyToFire && button.isUp) {
button.isReadyToFire = true
bulletDoor.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
bulletDoor.collisionFilter.mask = 0 //cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
} else if (!button.isUp) {
const bounds = {
min: {
x: x + 530,
y: y - 125
},
max: {
x: x + 580,
y: y - 110
}
}
const list = Matter.Query.region(body, bounds)
for (let i = 0, len = list.length; i < len; i++) {
Matter.Body.setVelocity(list[i], {
x: 120,
y: -5
});
}
if (Matter.Query.region([player], bounds).length) {
Matter.Body.setVelocity(player, {
x: 100,
y: -5
});
}
ctx.fillStyle = `rgba(255,0,255,${0.2 + 0.7 * Math.random()})`
ctx.fillRect(bounds.min.x, y - 185, 38, 70);
}
}
)
spawn.randomMob(x + 1600, y + -425, mobSpawnChance);
spawn.randomMob(x + 1725, y + -1250, mobSpawnChance);
spawn.randomMob(x + 1250, y + -1200, mobSpawnChance);
spawn.randomMob(x + 300, y + -1200, mobSpawnChance);
spawn.randomMob(x + 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
}
}
]
lootOptions = [ //has some power up reward //field, ammo, research, gun
(x = offset.x, y = offset.y) => {
spawn.mapRect(x + 1925, y + -325, 125, 150); //4 wall ledges
spawn.mapRect(x + 1925, y + -865, 125, 150); //4 wall ledges
spawn.mapRect(x + -50, y + -325, 125, 150); //4 wall ledges
spawn.mapRect(x + -50, y + -865, 125, 150); //4 wall ledges
spawn.mapRect(x + 1700, y + -500, 200, 25);
spawn.mapRect(x + 75, y + -500, 200, 25);
let chamberY = -650
if (Math.random() > 0.5) { //upper chamber
chamberY = -650 - 640
spawn.mapRect(x + 550, y + -10 - 640, 900, 25); //raised floor
spawn.mapRect(x + 450, y + -20 - 640, 1100, 25);
spawn.mapRect(x + 450, y + -675 - 640, 1100, 25); //chamber ceiling
powerUps.directSpawn(x + 998, y - 333 - 640, "tech", false);
spawn.mapVertex(x + 1000, y + -0, "575 0 -575 0 -450 -100 450 -100"); //base
} else { //lower chamber
spawn.mapRect(x + 400, y + -10, 1200, 50); //raised floor
spawn.mapRect(x + 450, y + -20, 1100, 50);
spawn.mapRect(x + 450, y + -675, 1100, 25); //chamber ceiling
spawn.mapRect(x + 550, y + -685, 900, 25);
powerUps.directSpawn(x + 998, y - 333, "tech", false);
}
const powerUp1 = powerUp[powerUp.length - 1]
powerUp1.holdPosition = { x: powerUp1.position.x, y: powerUp1.position.y }
let isSpawnedMobs = false
doCustom.push(
() => {
ctx.fillStyle = "#e4e4e9" //"rgba(255,255,255,1)";
ctx.fillRect(x + 450, y + chamberY, 1100, 650); //chamber background
// if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2000 && m.pos.y > y - 1300 && m.pos.y < y) { //is player inside this room?
// isInRoom = true
// } else
if (powerUp1.velocity.y !== 0) { //don't run this code if power up is gone //hack: powerUp1.velocity.y !== 0 seems to only be true if the power up up doesn't exist and is no longer being affected by gravity
ctx.strokeStyle = "#f0f"
ctx.lineWidth = 2;
if (Vector.magnitudeSquared(Vector.sub(m.pos, powerUp1.position)) < 90000) { //zone radius is 300
//damage player and drain energy
if (m.immuneCycle < m.cycle) {
m.damage(0.01);
if (m.energy > 0.1) m.energy -= 0.02
}
//draw electricity going towards player
const unit = Vector.normalise(Vector.sub(m.pos, powerUp1.position))
let xElec = powerUp1.position.x + 40 * unit.x;
let yElec = powerUp1.position.y + 40 * unit.y;
ctx.beginPath();
ctx.moveTo(xElec, yElec);
const step = 40
for (let i = 0; i < 6; i++) {
xElec += step * (unit.x + 1.5 * (Math.random() - 0.5))
yElec += step * (unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(xElec, yElec);
}
} else {
//draw electricity going in random directions
const angle = Math.random() * 2 * Math.PI
const Dx = Math.cos(angle);
const Dy = Math.sin(angle);
let xElec = powerUp1.position.x + 40 * Dx;
let yElec = powerUp1.position.y + 40 * Dy;
ctx.beginPath();
ctx.moveTo(xElec, yElec);
const step = 40
for (let i = 0; i < 6; i++) {
xElec += step * (Dx + 1.5 * (Math.random() - 0.5))
yElec += step * (Dy + 1.5 * (Math.random() - 0.5))
ctx.lineTo(xElec, yElec);
}
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke(); //draw electricity
ctx.beginPath(); //outline damage zone
ctx.arc(powerUp1.position.x, powerUp1.position.y, 300, 0, 2 * Math.PI);
ctx.stroke();
//float power up in the air
Matter.Body.setPosition(powerUp1, {
x: powerUp1.holdPosition.x + 4 * Math.random(), //1300 -2
y: powerUp1.holdPosition.y + 4 * Math.random() //335 -2
});
Matter.Body.setVelocity(powerUp1, {
x: 0,
y: 0
});
} else if (!isSpawnedMobs) {
isSpawnedMobs = true
if (chamberY === -650) { //lower chamber
spawn.randomMob(x + 250, y + -650, mobSpawnChance);
spawn.randomMob(x + 1825, y + -600, mobSpawnChance);
spawn.randomGroup(x + 275, y + -1050, mobSpawnChance);
spawn.randomGroup(x + 675, y + -975, mobSpawnChance);
spawn.randomGroup(x + 1225, y + -975, Infinity);
} else { //upper chamber
spawn.randomMob(x + 250, y + -650, mobSpawnChance);
spawn.randomMob(x + 1800, y + -625, mobSpawnChance);
spawn.randomGroup(x + 300, y + -300, mobSpawnChance);
spawn.randomGroup(x + 650, y + -275, mobSpawnChance);
spawn.randomGroup(x + 1125, y + -300, Infinity);
}
}
}
)
}
]
upDownOptions = [ //extra tall vertical section 3000x3000 //this is where the level boss is
// (x = offset.x, y = offset.y) => {
// // spawn.mapVertex(x + 5, y + -1318, "0 0 0 -250 125 -250"); //left ledges
// // spawn.mapVertex(x + 1995, y + -1318, "0 0 0 -250 -125 -250"); // right ledges
// let r = 150
// const hexagon = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
// //450 horizontal spread // -130-130-130 = 390 vertical
// let xOff = 100 + 225
// spawn.mapVertex(x + xOff + 0 * 450, y + -260 - 0 * 390, hexagon);
// spawn.mapVertex(x + xOff + 1 * 450, y + -260 - 0 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -260 - 0 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -260 - 0 * 390, hexagon);
// xOff = 100
// // spawn.mapVertex(x + xOff + 0 * 450, y + 1 * -260 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 1 * 450, y + -260 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -260 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -260 - 1 * 390, hexagon);
// // spawn.mapVertex(x + xOff + 4 * 450, y + 1 * -260 - 1 * 390, hexagon);
// xOff = 100 + 225
// spawn.mapVertex(x + xOff + 0 * 450, y + -260 - 2 * 390, hexagon);
// spawn.mapVertex(x + xOff + 1 * 450, y + -260 - 2 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -260 - 2 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -260 - 2 * 390, hexagon);
// xOff = 100
// // spawn.mapVertex(x + xOff + 0 * 450, y + 1 * -260 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 1 * 450, y + -260 - 3 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -260 - 3 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -260 - 3 * 390, hexagon);
// // spawn.mapVertex(x + xOff + 4 * 450, y + 1 * -260 - 1 * 390, hexagon);
// xOff = 100 + 225
// spawn.mapVertex(x + xOff + 0 * 450, y + -260 - 4 * 390, hexagon);
// spawn.mapVertex(x + xOff + 1 * 450, y + -260 - 4 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -260 - 4 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -260 - 4 * 390, hexagon);
// //phase 2
// xOff = 100
// spawn.mapVertex(x + xOff + 1 * 450, y + -130 - 0 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -130 - 0 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -130 - 0 * 390, hexagon);
// xOff = 100 + 225
// spawn.mapVertex(x + xOff + 0 * 450, y + -130 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 1 * 450, y + -130 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -130 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -130 - 1 * 390, hexagon);
// spawn.mapVertex(x + xOff + 4 * 450, y + -130 - 1 * 390, hexagon);
// xOff = 100
// spawn.mapVertex(x + xOff + 1 * 450, y + -130 - 2 * 390, hexagon);
// spawn.mapVertex(x + xOff + 2 * 450, y + -130 - 2 * 390, hexagon);
// spawn.mapVertex(x + xOff + 3 * 450, y + -130 - 2 * 390, hexagon);
// // spawn.mapVertex(x + 550, y + 1 * -260, hexagon);
// // spawn.mapVertex(x + 550, y + 2 * -260, hexagon);
// // spawn.mapVertex(x + 550, y + 3 * -260, hexagon);
// // spawn.mapVertex(x + 550, y + 5 * -260, hexagon);
// // spawn.mapVertex(x + 550, y + 4 * -260, hexagon);
// // spawn.mapVertex(x + 775, y + -260, hexagon);
// // spawn.mapVertex(x + 1225, y + -260, hexagon);
// // spawn.mapVertex(x + 550, y + -650, hexagon);
// // spawn.mapVertex(x + 1000, y + -650, hexagon);
// // spawn.mapVertex(x + 1450, y + -650, hexagon);
// // spawn.mapVertex(x + 775, y + -1040, hexagon);
// // spawn.mapVertex(x + 1225, y + -1040, hexagon);
// // spawn.mapVertex(x + 550, y + -1430, hexagon);
// // spawn.mapVertex(x + 1000, y + -1430, hexagon);
// // spawn.mapVertex(x + 1450, y + -1430, hexagon);
// // spawn.mapVertex(x + 775, y + -1820, hexagon);
// // spawn.mapVertex(x + 1225, y + -1820, hexagon);
// let count = 0
// doCustomTopLayer.push(
// () => {
// if (!(count % 60)) {
// addMapToLevelInProgress = (who) => { //adds new map elements to the level while the level is already running //don't forget to run simulation.draw.setPaths() after you all the the elements so they show up visually
// who.collisionFilter.category = cat.map;
// who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
// Matter.Body.setStatic(who, true); //make static
// Composite.add(engine.world, who); //add to world
// }
// const numberOfMapElementsAdded = 0
// for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
// simulation.draw.setPaths() //update map graphics
// }
// })
// spawn.randomMob(x + 225, y + -1025, mobSpawnChance);
// spawn.randomMob(x + 200, y + -675, mobSpawnChance);
// spawn.randomMob(x + 225, y + -200, mobSpawnChance);
// spawn.randomMob(x + 1750, y + -1075, mobSpawnChance);
// spawn.randomMob(x + 1700, y + -650, mobSpawnChance);
// spawn.randomMob(x + 1675, y + -175, mobSpawnChance);
// spawn.randomGroup(x + 300, y + -2200);
// spawn.randomGroup(x + 1625, y + -2200);
// spawn.randomLevelBoss(x + 950, y + -2200);
// },
(x = offset.x, y = offset.y) => {
const toggle = level.toggle(x + 950, y + 0, false, true) // toggle(x, y, isOn = false, isLockOn = false) {
toggle.isAddedElements = false
spawn.mapVertex(x + 5, y + -1318, "0 0 0 -250 125 -250"); //left ledges
spawn.mapVertex(x + 1995, y + -1318, "0 0 0 -250 -125 -250"); // right ledges
doCustomTopLayer.push(
() => {
toggle.query();
if (toggle.isOn && !toggle.isAddedElements) { //this code runs once after the toggle is triggered
toggle.isAddedElements = true //only do this once
addMapToLevelInProgress = (who) => { //adds new map elements to the level while the level is already running //don't forget to run simulation.draw.setPaths() after you all the the elements so they show up visually
who.collisionFilter.category = cat.map;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(who, true); //make static
Composite.add(engine.world, who); //add to world
}
let r = 150
let hexagon = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
//450 horizontal spread // -130-130-130 = 390 vertical
if (Math.random() < 0.5) {
spawn.mapVertex(x + 775, y + -260, hexagon);
spawn.mapVertex(x + 1225, y + -260, hexagon);
spawn.mapVertex(x + 550, y + -650, hexagon);
spawn.mapVertex(x + 1000, y + -650, hexagon);
spawn.mapVertex(x + 1450, y + -650, hexagon);
spawn.mapVertex(x + 325, y + -1040, hexagon);
spawn.mapVertex(x + 775, y + -1040, hexagon);
spawn.mapVertex(x + 1225, y + -1040, hexagon);
spawn.mapVertex(x + 1675, y + -1040, hexagon);
spawn.mapVertex(x + 550, y + -1430, hexagon);
spawn.mapVertex(x + 1000, y + -1430, hexagon);
spawn.mapVertex(x + 1450, y + -1430, hexagon);
const numberOfMapElementsAdded = 12
for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
spawn.randomMob(x + 225, y + -1775, mobSpawnChance);
spawn.randomMob(x + 700, y + -1750, mobSpawnChance);
spawn.randomMob(x + 1175, y + -1725, mobSpawnChance);
spawn.randomMob(x + 1700, y + -1700, mobSpawnChance);
spawn.randomMob(x + 1750, y + -250, mobSpawnChance);
spawn.randomMob(x + 125, y + -250, mobSpawnChance);
} else {
spawn.mapVertex(x + 775, y + -260, hexagon);
spawn.mapVertex(x + 1225, y + -260, hexagon);
spawn.mapVertex(x + 550, y + -650, hexagon);
spawn.mapVertex(x + 1000, y + -650, hexagon);
spawn.mapVertex(x + 1450, y + -650, hexagon);
spawn.mapVertex(x + 775, y + -1040, hexagon);
spawn.mapVertex(x + 1225, y + -1040, hexagon);
spawn.mapVertex(x + 550, y + -1430, hexagon);
spawn.mapVertex(x + 1000, y + -1430, hexagon);
spawn.mapVertex(x + 1450, y + -1430, hexagon);
spawn.mapVertex(x + 775, y + -1820, hexagon);
spawn.mapVertex(x + 1225, y + -1820, hexagon);
const numberOfMapElementsAdded = 12
for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
spawn.randomMob(x + 225, y + -1025, mobSpawnChance);
spawn.randomMob(x + 200, y + -675, mobSpawnChance);
spawn.randomMob(x + 225, y + -200, mobSpawnChance);
spawn.randomMob(x + 1750, y + -1075, mobSpawnChance);
spawn.randomMob(x + 1700, y + -650, mobSpawnChance);
spawn.randomMob(x + 1675, y + -175, mobSpawnChance);
}
simulation.draw.setPaths() //update map graphics
spawn.randomGroup(x + 300, y + -2200);
spawn.randomGroup(x + 1625, y + -2200);
spawn.randomLevelBoss(x + 700, y + -2300);
spawn.secondaryBossChance(x + 1250, y + -2300)
}
}
)
},
(x = offset.x, y = offset.y) => {
const toggle = level.toggle(x + 950, y + 0, false, true) // toggle(x, y, isOn = false, isLockOn = false) {
toggle.isAddedElements = false
//left ledges
spawn.mapVertex(x + 5, y + -1868, "0 0 0 -250 125 -250");
spawn.mapVertex(x + 5, y + -1318, "0 0 0 -250 125 -250"); //door
spawn.mapVertex(x + 5, y + -768, "0 0 0 -250 125 -250");
// right ledges
spawn.mapVertex(x + 2000, y + -1868, "0 0 0 -250 -125 -250");
spawn.mapVertex(x + 2000, y + -1318, "0 0 0 -250 -125 -250"); //door
spawn.mapVertex(x + 2000, y + -768, "0 0 0 -250 -125 -250");
doCustomTopLayer.push(
() => {
toggle.query();
if (toggle.isOn && !toggle.isAddedElements) { //this code runs once after the toggle is triggered
toggle.isAddedElements = true //only do this once
addMapToLevelInProgress = (who) => { //adds new map elements to the level while the level is already running //don't forget to run simulation.draw.setPaths() after you all the the elements so they show up visually
who.collisionFilter.category = cat.map;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(who, true); //make static
Composite.add(engine.world, who); //add to world
}
//right side hexagons
let r = 300
let hexagon = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
spawn.mapVertex(x + 1640, y + -365, hexagon);
// r = 275
// let hexagonHalf = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 `
// spawn.mapVertex(x + 2300, y + -75, hexagonHalf);
r = 150
const hexagon150 = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
// spawn.mapVertex(x + 1750, y + -550, hexagon150);
spawn.mapVertex(x + 1750, y + -1100, hexagon150);
spawn.mapVertex(x + 1750, y + -1650, hexagon150);
spawn.mapVertex(x + 1750, y + -2200, hexagon150);
//left side
r = 350
let hexagonHalf = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 `
spawn.mapVertex(x + 425, y + -90, hexagonHalf);
spawn.mapVertex(x + 850, y + -500, hexagon150);
spawn.mapVertex(x + 550, y + -850, hexagon150);
spawn.mapVertex(x + 250, y + -1200, hexagon150);
spawn.mapVertex(x + 250, y + -1700, hexagon150);
spawn.mapVertex(x + 725, y + -1950, hexagon150);
spawn.mapVertex(x + 1200, y + -2200, hexagon150);
const numberOfMapElementsAdded = 11
for (let i = 0; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
spawn.randomMob(x + 1075, y + -1500, mobSpawnChance);
spawn.randomMob(x + 325, y + -550, mobSpawnChance);
spawn.randomMob(x + 800, y + -925, mobSpawnChance);
spawn.randomMob(x + 1400, y + -1250, mobSpawnChance);
spawn.randomMob(x + 1350, y + -1725, mobSpawnChance);
spawn.randomMob(x + 575, y + -1375, mobSpawnChance);
spawn.randomMob(x + 225, y + -2275, mobSpawnChance);
spawn.randomMob(x + 875, y + -2450, mobSpawnChance);
spawn.randomMob(x + 1550, y + -2525, mobSpawnChance);
spawn.randomLevelBoss(x + 1075, y + -1500);
spawn.secondaryBossChance(x + 1200, y + -1000)
simulation.draw.setPaths() //update map graphics
}
}
)
},
// (x = offset.x, y = offset.y) => {
// const elevator1 = level.elevator(x + 1100, y - 200, 250, 30, -2100, 0.0015) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }, isTeleport = false) {
// // const elevator1 = level.elevator(x + 175, y - 200, 250, 30, -1400, 0.001)
// // const elevator2 = level.elevator(x + 2175, y - 200, 250, 30, -1400, 0.001)
// spawn.mapRect(-200, -1400, 350, 50); //up left door ledge
// spawn.mapRect(2450, -1400, 350, 50); //up right door ledge
// spawn.mapRect(225, -450, 350, 350); //left crawl zone
// // spawn.mapRect(725, -175, 275, 75);
// spawn.mapRect(725, -225, 350, 100);
// spawn.mapRect(275, -750, 200, 200);
// spawn.mapRect(1375, -700, 500, 750); //right side big elevator wall
// spawn.mapRect(2375, -325, 350, 50);
// spawn.mapRect(1800, -500, 250, 50);
// //up high elevator
// spawn.mapRect(1375, -2100, 500, 175);
// spawn.mapRect(600, -2100, 475, 175);
// if (simulation.difficulty > 3) spawn.randomLevelBoss(x + 1250, y - 1400);
// doCustomTopLayer.push(
// () => {
// elevator1.move()
// }
// )
// }
]
//pick which type of room spawns
enter = enterOptions[Math.floor(Math.random() * enterOptions.length)];
exit = exitOptions[Math.floor(Math.random() * exitOptions.length)];
empty = emptyOptions[Math.floor(Math.random() * emptyOptions.length)];
loot = lootOptions[Math.floor(Math.random() * lootOptions.length)];
upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
// upDown = upDownOptions[1] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
//rooms
let rooms = ["exit", "loot", "enter", "empty"]
rooms = shuffle(rooms); //shuffles array order
//look... you and I both know there is a better way to do this, but it works so I'm gonna focus on other things
while ( //makes sure that the exit and entrance aren't both on the same floor
(rooms[0] === "enter" && rooms[2] === "exit") ||
(rooms[2] === "enter" && rooms[0] === "exit") ||
(rooms[1] === "enter" && rooms[3] === "exit") ||
(rooms[3] === "enter" && rooms[1] === "exit")
) rooms = shuffle(rooms); //shuffles array order
for (let i = 0; i < rooms.length; i++) {
if (rooms[i] === "enter") rooms[i] = enter
if (rooms[i] === "exit") rooms[i] = exit
if (rooms[i] === "empty") rooms[i] = empty
if (rooms[i] === "loot") rooms[i] = loot
}
// rooms = [enter, exit, loot, empty, ] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
outline = (isLower = true) => {
spawn.mapRect(offset.x - 100, offset.y - 1400, 2100, 100); //ceiling
if (isLower) spawn.mapRect(offset.x - 100, offset.y, 2200, 100); //only draw floor if on the lower level
if (!isDoorLeft) spawn.mapRect(offset.x - 100, offset.y - 1400, 100, 1500); //left wall
if (isDoorRight) { //if door only add wall on right side
spawn.mapRect(offset.x + 2000, offset.y - 1400, 100, 1225); //right wall
spawn.mapRect(offset.x + 2000, offset.y - 10, 100, 20); //right doorstep
const doorWidth = 15 + Math.floor(100 * Math.random() * Math.random())
spawn.bodyRect(offset.x + 2050 - doorWidth / 2, offset.y - 175, doorWidth, 165); //block door
} else {
spawn.mapRect(offset.x + 2000, offset.y - 1400, 100, 1500); //right wall
}
}
outlineUpDown = () => {
spawn.mapRect(offset.x - 100, offset.y + 0, 2100, 100); //floor
spawn.mapRect(offset.x - 100, offset.y - 2800, 2100, 100); //ceiling
if (!isDoorLeft) spawn.mapRect(offset.x - 100, offset.y - 2800, 100, 2900); //left wall
if (isDoorRight) { //if door only add wall on right side
//upper door
spawn.mapRect(offset.x + 2000, offset.y - 2800, 100, 1225); //right wall
spawn.mapRect(offset.x + 2000, offset.y - 1410, 100, 20); //right doorstep
const doorWidth = 15 + Math.floor(100 * Math.random() * Math.random())
spawn.bodyRect(offset.x + 2050 - doorWidth / 2, offset.y - 1575, doorWidth, 165); //block door
//lower door
spawn.mapRect(offset.x + 2000, offset.y - 1400, 100, 1225); //right wall
spawn.mapRect(offset.x + 2000, offset.y - 10, 100, 20); //right doorstep
const doorWidth2 = 15 + Math.floor(100 * Math.random() * Math.random())
spawn.bodyRect(offset.x + 2050 - doorWidth2 / 2, offset.y - 175, doorWidth2, 165); //block door
} else {
spawn.mapRect(offset.x + 2000, offset.y - 2800, 100, 2900); //right wall
}
}
let columns = [
() => {
offset.y = 0
outlineUpDown()
upDown()
},
() => {
offset.y = 0
outline()
rooms[0]()
offset.y = -1400
outline(false)
rooms[1]()
},
() => {
offset.y = 0
outline()
rooms[2]()
offset.y = -1400
outline(false)
rooms[3]()
},
]
columns = shuffle(columns) //********************************* RUN THIS LINE IN THE FINAL VERSION ***************************************
for (let i = 0; i < 3; i++) {
if (i === 0) {
isDoorLeft = false
isDoorRight = true
} else if (i === 1) {
isDoorLeft = true
isDoorRight = true
} else {
isDoorLeft = true
isDoorRight = false
}
offset.x = i * 2100
columns[i]()
}
level.custom = () => {
for (let i = 0, len = doCustom.length; i < len; i++) doCustom[i]() //runs all the active code from each room
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
for (let i = 0, len = doCustomTopLayer.length; i < len; i++) doCustomTopLayer[i]() //runs all the active code from each room
};
powerUps.addResearchToLevel() //needs to run after mobs are spawned
// level.setPosToSpawn(850, -40); //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
},
null() {
level.levels.pop(); //remove lore level from rotation
//start a conversation based on the number of conversations seen
if (localSettings.loreCount < lore.conversation.length && !simulation.isCheating) {
lore.testSpeechAPI() //see if speech is working
lore.chapter = localSettings.loreCount //set the chapter to listen to to be the lore level (you can't use the lore level because it changes during conversations)
lore.sentence = 0 //what part of the conversation to start on
lore.conversation[lore.chapter][lore.sentence]()
localSettings.loreCount++ //hear the next conversation next time you win
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
// const hazardSlime = level.hazard(-1800, 150, 3600, 650, 0.004, "hsla(160, 100%, 35%,0.75)")
level.isHazardRise = false //this is set to true to make the slime rise up
const hazardSlime = level.hazard(-1800, -800, 3600, 1600, 0.004, "hsla(160, 100%, 35%,0.75)")
hazardSlime.height -= 950
hazardSlime.min.y += 950
hazardSlime.max.y = hazardSlime.min.y + hazardSlime.height
const circle = {
x: 0,
y: -500,
radius: 50
}
level.custom = () => {
//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;
//support pillar
ctx.fillStyle = "rgba(0,0,0,0.2)";
ctx.fillRect(-25, 0, 50, 1000);
//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();
// level.enter.draw();
};
let sway = { x: 0, y: 0 }
let phase = -Math.PI / 2
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fillRect(-1950, -950, 3900, 1900);
//draw center circle lines
ctx.beginPath();
const step = Math.PI / 20
const horizontalStep = 85
if (simulation.isCheating) phase += 0.3 * Math.random() * Math.random() //(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();
hazardSlime.query();
if (level.isHazardRise) hazardSlime.level(true)
//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 = 40000;
level.defaultZoom = 1000
simulation.zoomTransition(level.defaultZoom)
// document.body.style.backgroundColor = "#aaa";
document.body.style.backgroundColor = "#ddd";
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, 50); //center platform
spawn.mapRect(-500, -25, 25, 50); //edge shelf
spawn.mapRect(475, -25, 25, 50); //edge shelf
},
testing() {
const button = level.button(1000, 0)
spawn.bodyRect(1000, -50, 50, 50);
// const toggle = level.toggle(200, -700)
level.custom = () => {
// button.draw();
ctx.fillStyle = "rgba(0,255,255,0.1)";
ctx.fillRect(6400, -550, 300, 350);
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
button.query();
button.draw();
};
level.setPosToSpawn(0, -450); //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 = color.background //"#ddd";
// simulation.draw.mapFill = "#444"
// simulation.draw.bodyFill = "rgba(140,140,140,0.85)"
// simulation.draw.bodyStroke = "#222"
// 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, -400, 1000, 600); // shelf
spawn.mapRect(-250, -1200, 1000, 550); // 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);
// for (let i = 0; i < 200; i++) powerUps.directSpawn(710 + 1000 * Math.random(), -710 + 1000 * Math.random(), "tech");
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
//place to hide
spawn.mapRect(4650, -300, 1150, 50);
spawn.mapRect(5750, -300, 50, 200);
spawn.mapRect(5575, -100, 50, 125);
spawn.mapRect(5300, -275, 50, 175);
spawn.mapRect(5050, -100, 50, 150);
spawn.mapRect(4850, -275, 50, 175);
//???
level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
// spawn.starter(1900, -500, 200) //big boy
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
// spawn.powerUpBoss(3200, -500)
// spawn.powerUpBossBaby(3200, -500)
// spawn.snakeBoss(1700, -500)
// spawn.streamBoss(3200, -500)
// spawn.pulsarBoss(1700, -500)
// spawn.spawnerBossCulture(3200, -500)
// spawn.grenadierBoss(1700, -500)
// spawn.growBossCulture(3200, -500)
// spawn.blinkBoss(1700, -500)
// spawn.snakeSpitBoss(3200, -500)
// spawn.laserBombingBoss(1700, -500)
// spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500)
// spawn.blinkBoss(3200, -500)
// spawn.mantisBoss(1700, -500)
// spawn.tetherBoss(1700, -500) //go to actual level?
// spawn.revolutionBoss(1900, -500)
// spawn.bomberBoss(1400, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shieldingBoss(1700, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
// spawn.pulsar(1900, -500)
// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
// mob[mob.length - 1].isShielded = true
// spawn.nodeGroup(1200, 0, "grenadier")
// spawn.blinkBoss(1200, -500)
// spawn.suckerBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {
level.custom = () => {
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -50); //normal spawn
level.exit.x = 1500;
level.exit.y = -1875;
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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
spawn.mapRect(-100, 0, 1000, 100);
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
// spawn.randomSmallMob(1300, -70);
// spawn.randomMob(2650, -975, 0.8);
// spawn.randomGroup(1700, -900, 0.4);
// if (simulation.difficulty > 1) spawn.randomLevelBoss(2200, -1300);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
},
final() {
level.custom = () => {
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,255,255,0.1)"
ctx.fillRect(5400, -550, 300, 350)
};
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 = "#ddd";
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
// spawn.secondaryBossChance(4800, -500) //no bonus bosses on final level
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
level.setPosToSpawn(0, -250);
level.custom = () => {
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,255,255,0.1)"
ctx.fillRect(-5400 - 300, -550, 300, 350)
};
}
},
gauntlet() {
level.custom = () => {
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,255,255,0.1)"
ctx.fillRect(6400, -550, 300, 350)
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-175, -975, 900, 575)
};
level.setPosToSpawn(0, -475); //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";
// spawn.mapRect(-300, -1050, 300, 200);
// Matter.Body.setAngle(map[map.length - 1], -Math.PI / 4)
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(175, -700, 575, 950);
spawn.mapRect(-250, -425, 600, 650);
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.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(4125, -350)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
level.setPosToSpawn(0, -475);
level.custom = () => {
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,255,255,0.1)"
ctx.fillRect(-6400 - 300, -550, 300, 350)
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(175 - 900, -975, 900, 575)
};
}
},
intro() {
if (level.levelsCleared === 0) { //if this is the 1st level of the game
//wait to spawn power ups until unpaused
//power ups don't spawn in experiment mode, so they don't get removed at the start of experiment mode
function cycle() {
if (simulation.cycle > 10) {
// powerUps.spawn(2500, -50, "research", false);
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070, "research", false);
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070 - 25, "heal", false);
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070 - 75, "heal", false);
powerUps.spawnStartingPowerUps(2095 + 15 * (Math.random() - 0.5), -2070 - 125);
} else {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
if (localSettings.levelsClearedLastGame < 3) {
if (!simulation.isCheating && !m.isShipMode && !build.isExperimentRun) {
spawn.wireFoot();
spawn.wireFootLeft();
spawn.wireKnee();
spawn.wireKneeLeft();
spawn.wireHead();
// for (let i = 0; i < 3; i++) powerUps.spawn(2095, -1220 - 50 * i, "tech", false); //unavailable tech spawns
// spawn.mapRect(2000, -1025, 200, 25);
}
} else if (!build.isExperimentRun) {
simulation.trails()
//bonus power ups for clearing runs in the last game
if (!simulation.isCheating && localSettings.levelsClearedLastGame > 1) {
for (let i = 0; i < localSettings.levelsClearedLastGame / 3; i++) powerUps.spawn(2095 + 2 * Math.random(), -1270 - 50 * i, "tech", false); //spawn a tech for levels cleared in last game
simulation.makeTextLog(`for (let i <span class='color-symbol'>=</span> 0; i <span class='color-symbol'><</span> localSettings.levelsClearedLastGame <span class='color-symbol'>/</span> 3; i<span class='color-symbol'>++</span>)`);
simulation.makeTextLog(`{ powerUps.spawn(m.pos.x, m.pos.y, "tech") <em>//simulation superposition</em>}`);
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
}
spawn.mapRect(2025, 0, 150, 50); //lid to floor hole
} else {
for (let i = 0; i < 60; i++) {
setTimeout(() => { spawn.sneaker(2100, -1500 - 50 * i); }, 2000 + 500 * i);
}
}
const wires = new Path2D() //pre-draw the complex lighting path to save processing
wires.moveTo(-150, -275)
wires.lineTo(80, -275)
wires.lineTo(80, -1000)
wires.moveTo(-150, -265)
wires.lineTo(90, -265)
wires.lineTo(90, -1000)
wires.moveTo(-150, -255)
wires.lineTo(100, -255)
wires.lineTo(100, -1000)
wires.moveTo(-150, -245)
wires.lineTo(1145, -245)
wires.lineTo(1145, 0)
wires.moveTo(-150, -235)
wires.lineTo(1135, -235)
wires.lineTo(1135, 0)
wires.moveTo(-150, -225)
wires.lineTo(1125, -225)
wires.lineTo(1125, 0)
wires.moveTo(-150, -215)
wires.lineTo(460, -215)
wires.lineTo(460, 0)
wires.moveTo(-150, -205)
wires.lineTo(450, -205)
wires.lineTo(450, 0)
wires.moveTo(-150, -195)
wires.lineTo(440, -195)
wires.lineTo(440, 0)
wires.moveTo(1155, 0)
wires.lineTo(1155, -450)
wires.lineTo(1000, -450)
wires.lineTo(1000, -1000)
wires.moveTo(1165, 0)
wires.lineTo(1165, -460)
wires.lineTo(1010, -460)
wires.lineTo(1010, -1000)
wires.moveTo(1175, 0)
wires.lineTo(1175, -470)
wires.lineTo(1020, -470)
wires.lineTo(1020, -1000)
wires.moveTo(1185, 0)
wires.lineTo(1185, -480)
wires.lineTo(1030, -480)
wires.lineTo(1030, -1000)
wires.moveTo(1195, 0)
wires.lineTo(1195, -490)
wires.lineTo(1040, -490)
wires.lineTo(1040, -1000)
wires.moveTo(1625, -1000)
wires.lineTo(1625, 0)
wires.moveTo(1635, -1000)
wires.lineTo(1635, 0)
wires.moveTo(1645, -1000)
wires.lineTo(1645, 0)
wires.moveTo(1655, -1000)
wires.lineTo(1655, 0)
wires.moveTo(1665, -1000)
wires.lineTo(1665, 0)
wires.moveTo(1675, -465)
wires.lineTo(2325, -465)
wires.lineTo(2325, 0)
wires.moveTo(1675, -455)
wires.lineTo(2315, -455)
wires.lineTo(2315, 0)
wires.moveTo(1675, -445)
wires.lineTo(2305, -445)
wires.lineTo(2305, 0)
wires.moveTo(1675, -435)
wires.lineTo(2295, -435)
wires.lineTo(2295, 0)
wires.moveTo(2335, 0)
wires.lineTo(2335, -710)
wires.lineTo(2600, -710)
wires.moveTo(2345, 0)
wires.lineTo(2345, -700)
wires.lineTo(2600, -700)
wires.moveTo(2355, 0)
wires.lineTo(2355, -690)
wires.lineTo(2600, -690)
level.custom = () => {
//push around power ups stuck in the tube wall
if (!(simulation.cycle % 30)) {
for (let i = 0, len = powerUp.length; i < len; i++) {
if (powerUp[i].position.y < -1000) powerUp[i].force.x += 0.01 * (Math.random() - 0.5) * powerUp[i].mass
}
}
//draw binary number
const binary = (localSettings.runCount >>> 0).toString(2)
const height = 20
const width = 8
const yOff = -40 //-580
let xOff = -130 //2622
ctx.strokeStyle = "#bff"
ctx.lineWidth = 1.5;
ctx.beginPath()
for (let i = 0; i < binary.length; i++) {
if (binary[i] === "0") {
ctx.moveTo(xOff, yOff)
ctx.lineTo(xOff, yOff + height)
ctx.lineTo(xOff + width, yOff + height)
ctx.lineTo(xOff + width, yOff)
ctx.lineTo(xOff, yOff)
xOff += 10 + width
} else {
ctx.moveTo(xOff, yOff)
ctx.lineTo(xOff, yOff + height)
xOff += 10
}
}
ctx.stroke();
ctx.beginPath()
ctx.strokeStyle = "#ccc"
ctx.lineWidth = 5;
ctx.stroke(wires);
//squares that look like they keep the wires in place
ctx.beginPath()
ctx.rect(1600, -500, 90, 100)
ctx.rect(-55, -285, 12, 100)
ctx.rect(1100, -497, 8, 54)
ctx.rect(2285, -200, 80, 10)
ctx.rect(1110, -70, 100, 10)
ctx.fillStyle = "#ccc"
ctx.fill()
//power up dispenser
// ctx.beginPath()
// for (let i = 2; i < 10; i++) {
// ctx.moveTo(2000, -100 * i)
// ctx.lineTo(2080, -100 * i)
// }
// ctx.strokeStyle = "#ddd"
// ctx.lineWidth = 5;
// ctx.stroke();
// ctx.beginPath()
// for (let i = 2; i < 10; i++) {
// ctx.arc(2040, -100 * i, 30, 0, 2 * Math.PI);
// ctx.moveTo(2040, -100 * i)
// }
// ctx.fillStyle = "rgba(0,0,0,0.3)"
// ctx.fill()
// ctx.fillStyle = "rgba(240,255,255,0.5)"
// ctx.fillRect(2000, -1000, 80, 700)
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(2600, -600, 400, 300)
level.exit.draw();
// level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(2600, -600, 400, 300)
//draw shade for ceiling tech
ctx.fillStyle = "rgba(68, 68, 68,0.95)"
ctx.fillRect(2030, -2800, 150, 1800);
ctx.fillStyle = "rgba(68, 68, 68,0.95)"
ctx.fillRect(2030, 0, 150, 1800);
};
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 = "#e1e1e1";
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(3000, -2800, 2600, 4600); //right wall
// spawn.mapRect(-250, 0, 3600, 1800); //ground
spawn.mapRect(-250, 0, 2300, 1800); //split roof
spawn.mapRect(2150, 0, 1200, 1800); //split roof
spawn.mapRect(2025, -3, 25, 15); //lip on power up chamber
spawn.mapRect(2150, -3, 25, 15); //lip on power up chamber
// spawn.mapRect(-250, -2800, 3600, 1800); //roof
spawn.mapRect(-250, -2800, 2300, 1800); //split roof
map[map.length - 1].friction = 0
map[map.length - 1].frictionStatic = 0
spawn.mapRect(2150, -2800, 1200, 1800); //split roof
map[map.length - 1].friction = 0
map[map.length - 1].frictionStatic = 0
spawn.mapRect(2025, -1010, 25, 13); //lip on power up chamber
spawn.mapRect(2150, -1010, 25, 13); //lip on power up chamber
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
},
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";
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
let portal, portal2, portal3
const hazard = level.hazard((simulation.isHorizontalFlipped ? -350 - 700 : 350), -2025, 700, 10, 0.4) //laser
spawn.mapRect(340, -2032.5, 20, 25); //laser nose
const hazard2 = level.hazard((simulation.isHorizontalFlipped ? -1775 - 150 : 1775), -2550, 150, 10, 0.4) //laser
spawn.mapRect(1920, -2557.5, 20, 25); //laser nose
const button = level.button(2100, -2600)
const buttonDoor = level.button(600, -550)
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) {
Matter.Composite.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) {
Matter.Composite.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()
if (button.isUp) {
hazard.isOn = false;
hazard2.isOn = false;
} else {
hazard.isOn = true;
hazard2.isOn = true;
}
button.query();
button.draw();
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(-300, -1000, 650, 500)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
door.draw();
hazard.opticalQuery();
hazard2.opticalQuery();
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);
//outer wall
spawn.mapRect(2500, -3700, 1200, 3800); //right map wall
spawn.mapRect(-1400, -3800, 1100, 3900); //left map wall
spawn.mapRect(-1400, -4800, 5100, 1200); //map ceiling
spawn.mapRect(-1400, 0, 5100, 1200); //floor
//lower entrance /exit
spawn.mapRect(300, -375, 50, 225);
spawn.bodyRect(312, -150, 25, 140);
spawn.mapRect(300, -10, 50, 50);
spawn.mapVertex(1555, 0, "625 0 75 0 200 -100 500 -100"); //entrance ramp
//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.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, 500, 200);
spawn.mapRect(1750, -390, 200, 40);
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(2425, -450, 100, 100);
//portal 1 bottom
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(1750, -3050, 250, 75);
spawn.mapRect(1400, -3625, 50, 200);
spawn.mapRect(350, -3625, 50, 225);
spawn.mapRect(350, -3260, 50, 60);
spawn.mapRect(200, -3250, 1240, 50);
spawn.mapRect(1400, -3260, 50, 310);
spawn.bodyRect(1412, -3425, 25, 165);
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(2175, -700, -0.2);
spawn.randomMob(-75, -850, -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(800, -3400, -0.3);
spawn.randomMob(1225, -3375, -0.2);
spawn.randomMob(1200, -1125, -0.1);
spawn.randomMob(2050, -950, 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 > 1) {
if (Math.random() < 0.5) {
spawn.randomLevelBoss(700, -1550);
} else {
spawn.randomLevelBoss(675, -2775); //["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "shieldingBoss", "pulsarBoss", "grenadierBoss"]
}
}
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(1925, -1250)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
// level.setPosToSpawn(0, -50); //-x // no need since 0
button.min.x = -button.min.x - 126 // flip the button horizontally
button.max.x = -button.max.x + 126 // flip the button horizontally
buttonDoor.min.x = -buttonDoor.min.x - 126 // flip the button horizontally
buttonDoor.max.x = -buttonDoor.max.x + 126 // flip the button horizontally
//this makes the hazard draw, but not collide for reasons I don't understand
//so don't use it, instead just call the hazard differently based on this flip flag
// hazard.min.x = -hazard.min.x - hazard.width //-x-width
// hazard.max.x = -hazard.max.x - hazard.width //-x-width
// hazard2.min.x = -hazard2.min.x - hazard2.width //-x-width
// hazard2.max.x = -hazard2.max.x - hazard2.width //-x-width
portal = level.portal({
x: -2475,
y: -140
}, 2 * Math.PI, { //right
x: -2475,
y: -3140
}, 2 * Math.PI) //right
portal2 = level.portal({
x: -75,
y: -2150
}, -Math.PI / 2, { //up
x: -1325,
y: -2150
}, -Math.PI / 2) //up
portal3 = level.portal({
x: -1850,
y: -585
}, -Math.PI / 2, { //up
x: -2425,
y: -600
}, -1 * Math.PI / 3) //up left
// level.custom = () => { };
// level.customTopLayer = () => {};
} else {
portal = level.portal({
x: 2475,
y: -140
}, Math.PI, { //left
x: 2475,
y: -3140
}, Math.PI) //left
portal2 = level.portal({
x: 75,
y: -2150
}, -Math.PI / 2, { //up
x: 1325,
y: -2150
}, -Math.PI / 2) //up
portal3 = level.portal({
x: 1850,
y: -585
}, -Math.PI / 2, { //up
x: 2425,
y: -600
}, -2 * Math.PI / 3) //up left
}
},
sewers() {
const button1 = level.button(6600, 2675)
// const hazard = level.hazard(4550, 2750, 4550, 150)
const hazard = level.hazard(simulation.isHorizontalFlipped ? -4550 - 4550 : 4550, 2750, 4550, 150)
let balance1, balance2, balance3, balance4, rotor
const drip1 = level.drip(6100, 1900, 2900, 100) // drip(x, yMin, yMax, period = 100, color = "hsla(160, 100%, 35%, 0.5)") {
const drip2 = level.drip(7300, 1900, 2900, 150)
const drip3 = level.drip(8750, 1900, 2900, 70)
level.custom = () => {
drip1.draw();
drip2.draw();
drip3.draw();
button1.query();
button1.draw();
rotor.rotate();
ctx.fillStyle = "hsl(175, 15%, 76%)"
ctx.fillRect(9300, 2200, 600, 400)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
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.moveTo(balance5.pointA.x, balance5.pointA.y)
ctx.arc(balance5.pointA.x, balance5.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
hazard.query();
hazard.level(button1.isUp)
};
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
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(2500, -275, 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 > 1) spawn.randomLevelBoss(6000, 2300, ["spiderBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "historyBoss", "orbitalBoss", "grenadierBoss"]);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(7725, 2275)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
rotor = level.rotor(-5100, 2475, 0.001) //rotates other direction because flipped
balance1 = level.spinner(-300 - 25, -395, 25, 390, 0.001) //entrance
balance2 = level.spinner(-2605 - 390, 500, 390, 25, 0.001) //falling
balance3 = level.spinner(-2608 - 584, 1900, 584, 25, 0.001) //falling
balance4 = level.spinner(-9300 - 25, 2205, 25, 380, 0.001) //exit
balance5 = level.spinner(-2605 - 390, 1100, 390, 25, 0.001) //falling
// boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
// boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
// level.setPosToSpawn(300, -700); //-x // no need since 0
button1.min.x = -button1.min.x - 126 // flip the button horizontally
button1.max.x = -button1.max.x + 126 // flip the button horizontally
drip1.x *= -1
drip2.x *= -1
drip3.x *= -1
level.custom = () => {
drip1.draw();
drip2.draw();
drip3.draw();
button1.query();
button1.draw();
rotor.rotate();
ctx.fillStyle = "hsl(175, 15%, 76%)"
ctx.fillRect(-9300 - 600, 2200, 600, 400)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
// level.customTopLayer = () => {};
} else {
rotor = level.rotor(5100, 2475, -0.001)
balance1 = level.spinner(300, -395, 25, 390, 0.001) //entrance
balance2 = level.spinner(2605, 500, 390, 25, 0.001) //falling
balance3 = level.spinner(2608, 1900, 584, 25, 0.001) //falling
balance4 = level.spinner(9300, 2205, 25, 380, 0.001) //exit
balance5 = level.spinner(2605, 1100, 390, 25, 0.001) //falling
}
},
satellite() {
const boost1 = level.boost(5825, 235, 1400)
const elevator = level.elevator(4210, -1265, 380, 50, -3450) //, 0.003, { up: 0.01, down: 0.2 }
level.custom = () => {
boost1.query();
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(-250, -750, 420, 450)
ctx.fillStyle = "#d0d4d6"
ctx.fillRect(-300, -1900, 500, 1100)
ctx.fillRect(900, -2450, 450, 2050)
ctx.fillRect(2000, -2800, 450, 2500)
ctx.fillRect(3125, -3100, 450, 3300)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,20,40,0.25)"
ctx.fillRect(-250, -400, 1800, 775)
ctx.fillRect(1800, -275, 850, 775)
ctx.fillRect(5200, 125, 450, 200)
ctx.fillStyle = "rgba(0,20,40,0.1)"
ctx.fillRect(4000, -1200, 1050, 1500)
ctx.fillRect(4100, -3450, 600, 2250)
elevator.move()
};
level.setPosToSpawn(-100, 210); //normal spawn
spawn.mapRect(-150, 240, 100, 30);
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); //1 per level
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(-350, -800, 100, 1100);
// spawn.mapRect(-300, -10, 500, 50);
spawn.mapRect(150, -510, 50, 365);
spawn.bodyRect(170, -140, 20, 163, 1, spawn.propsFriction); //door to starting room
spawn.mapVertex(175, 200, "625 0 300 0 425 -300 500 -300"); //entrance ramp
// spawn.mapRect(-300, 0, 1000, 300); //ground
spawn.mapRect(-350, 250, 6350, 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(-350, -850, 550, 100);
spawn.mapRect(150, -800, 50, 110);
spawn.bodyRect(170, -690, 14, 180, 1, spawn.propsFriction); //door to exit room
spawn.mapRect(-300, -400, 500, 150); //far left starting ceiling
//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
//tall platform
spawn.mapVertex(1125, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(150, -500, 1410, 100); //far left starting ceiling
spawn.mapRect(625, -2450, 1000, 50); //super high shade
spawn.bodyRect(1300, -3600, 150, 150); //shield from laser
//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(1790, -300, 870, 100); //far left starting ceiling
spawn.bodyRect(2400, -2950, 150, 150); //shield from laser
//tall platform
spawn.mapVertex(3350, 175, "425 0 -425 0 -275 -300 275 -300"); //base
spawn.bodyRect(3350, -150, 200, 120);
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
//far right structure
spawn.mapRect(5200, -725, 100, 870);
spawn.mapRect(5300, -1075, 350, 1220);
//structure bellow tall stairs
spawn.mapRect(3900, -300, 450, 50);
spawn.mapRect(4675, -375, 450, 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, 850); //left top shelf
spawn.mapRect(4600, -3450, 100, 1850);
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, 200, 0.3);
spawn.randomMob(2850, 175, 0.4);
spawn.randomMob(2000, -2800, 0.4);
spawn.randomMob(2400, -400, 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 > 1) {
if (Math.random() < 0.25) {
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.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(3950, -850)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
level.setPosToSpawn(100, 210); //-x
elevator.holdX = -elevator.holdX // flip the elevator horizontally
level.custom = () => {
boost1.query();
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(250 - 420, -750, 420, 450)
ctx.fillStyle = "#d0d4d6"
ctx.fillRect(300 - 500, -1900, 500, 1100)
ctx.fillRect(-900 - 450, -2450, 450, 2050)
ctx.fillRect(-2000 - 450, -2800, 450, 2500)
ctx.fillRect(-3125 - 450, -3100, 450, 3300)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
elevator.move()
ctx.fillStyle = "rgba(0,20,40,0.25)"
ctx.fillRect(250 - 1800, -400, 1800, 775)
ctx.fillRect(-1800 - 850, -275, 850, 775)
ctx.fillRect(-5200 - 450, 125, 450, 200)
ctx.fillStyle = "rgba(0,20,40,0.1)"
ctx.fillRect(-4000 - 1050, -1200, 1050, 1500)
ctx.fillRect(-4100 - 600, -3450, 600, 2250)
};
}
},
rooftops() {
const elevator = level.elevator(1450, -990, 235, 45, -2000)
const boost1 = level.boost(4950, 0, 1100)
level.custom = () => {
boost1.query();
elevator.move();
elevator.drawTrack();
ctx.fillStyle = "#d4f4f4"
if (isBackwards) {
ctx.fillRect(-650, -2300, 440, 300)
} else {
ctx.fillRect(3460, -700, 1090, 800)
}
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(710, -2225, 580, 225)
ctx.fillRect(3510, -1550, 330, 300)
ctx.fillRect(1735, -900, 1515, 1900)
ctx.fillRect(1735, -1550, 1405, 550)
ctx.fillRect(1860, -1950, 630, 350)
ctx.fillRect(-700, -1950, 2100, 2950)
ctx.fillRect(3400, 100, 2150, 900)
ctx.fillRect(4550, -725, 900, 725)
ctx.fillRect(3460, -1250, 1080, 550)
if (isBackwards) {
ctx.fillRect(3460, -700, 1090, 800)
} else {
ctx.fillRect(-650, -2300, 440, 300)
}
};
level.defaultZoom = 1700
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
let isBackwards = false
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);
} else {
isBackwards = true
//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.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.debris(1650, -1800, 3800, 16); //16 debris per level
powerUps.spawnStartingPowerUps(2450, -1675);
//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.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, -3400);
spawn.randomMob(4250, -1350, 0.8);
spawn.randomMob(2550, -1350, 0.8);
spawn.randomMob(1875, -1075, 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(0, -1075, 0.3);
spawn.randomGroup(600, -1575, 0);
spawn.randomGroup(2225, -1325, 0.4);
spawn.randomGroup(4900, -1200, 0);
if (simulation.difficulty > 1) spawn.randomLevelBoss(3200, -1900);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(2175, -2425)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
elevator.holdX = -elevator.holdX // flip the elevator horizontally
if (isBackwards) {
level.setPosToSpawn(-3650, -325); //-x
} else {
level.setPosToSpawn(450, -2060); //-x
}
level.custom = () => {
boost1.query();
elevator.move();
elevator.drawTrack();
ctx.fillStyle = "#d4f4f4"
if (isBackwards) {
ctx.fillRect(650 - 440, -2300, 440, 300)
} else {
ctx.fillRect(-3460 - 1090, -700, 1090, 800)
}
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-710 - 580, -2225, 580, 225)
ctx.fillRect(-3510 - 330, -1550, 330, 300)
ctx.fillRect(-1735 - 1515, -900, 1515, 1900)
ctx.fillRect(-1735 - 1405, -1550, 1405, 550)
ctx.fillRect(-1860 - 630, -1950, 630, 350)
ctx.fillRect(700 - 2100, -1950, 2100, 2950)
ctx.fillRect(-3400 - 2150, 100, 2150, 900)
ctx.fillRect(-4550 - 900, -725, 900, 725)
ctx.fillRect(-3460 - 1080, -1250, 1080, 550)
if (isBackwards) {
ctx.fillRect(-3460 - 1090, -700, 1090, 800)
} else {
ctx.fillRect(650 - 440, -2300, 440, 300)
}
};
}
},
aerie() {
const boost1 = level.boost(-425, 100, 1400)
const boost2 = level.boost(5350, 275, 2850);
level.custom = () => {
boost1.query();
boost2.query();
if (backwards) {
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(-275, -1275, 425, 300)
} else {
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(3750, -3650, 550, 400)
}
ctx.fillStyle = "#c7c7ca"
ctx.fillRect(4200, -2200, 100, 2600)
// ctx.fillStyle = "#c7c7ca"
ctx.fillRect(-100, -1000, 1450, 1400)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
if (backwards) {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(3750, -3650, 550, 400)
} else {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-275, -1275, 425, 300)
}
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(3700, -3150, 1100, 950)
ctx.fillRect(2000, -1110, 450, 1550)
ctx.fillStyle = "rgba(0,0,0,0.04)"
ctx.beginPath()
ctx.moveTo(-100, -900)
ctx.lineTo(300, -900)
ctx.lineTo(150, 100)
ctx.lineTo(-100, 100)
ctx.moveTo(600, -900)
ctx.lineTo(1350, -900)
ctx.lineTo(1350, 100)
ctx.lineTo(750, 100)
ctx.fill()
};
// 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";
// starting room
spawn.mapRect(-300, -1000, 600, 100);
spawn.mapRect(-300, -1300, 450, 50);
spawn.mapRect(-300, -1300, 50, 350);
if (!backwards) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards
//left building
spawn.mapRect(-100, -975, 100, 975);
spawn.mapRect(-500, 100, 1950, 400);
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);
spawn.bodyRect(1250, -1225, 100, 200, 0.7); //remove on backwards
spawn.bodyRect(1200, -1025, 350, 35); //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.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(2100, -900);
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(425, 0, 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 > 1) {
if (Math.random() < 0.33) {
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.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(5350, -325)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
boost2.boostBounds.min.x = -boost2.boostBounds.min.x - 100
boost2.boostBounds.max.x = -boost2.boostBounds.max.x + 100
if (backwards) {
level.setPosToSpawn(-4000, -3300); //-x
} else {
level.setPosToSpawn(50, -1050); //-x
}
level.custom = () => {
boost1.query();
boost2.query();
if (backwards) {
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(275 - 425, -1275, 425, 300)
} else {
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(-3750 - 550, -3650, 550, 400)
}
ctx.fillStyle = "#c7c7ca"
ctx.fillRect(-4200 - 100, -2200, 100, 2600)
// ctx.fillStyle = "#c7c7ca"
ctx.fillRect(100 - 1450, -1000, 1450, 1400)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
if (backwards) {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-3750 - 550, -3650, 550, 400)
} else {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(275 - 425, -1275, 425, 300)
}
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-3700 - 1100, -3150, 1100, 950)
ctx.fillRect(-2000 - 450, -1110, 450, 1550)
ctx.fillStyle = "rgba(0,0,0,0.04)"
ctx.beginPath()
ctx.moveTo(100, -900)
ctx.lineTo(-300, -900)
ctx.lineTo(-150, 100)
ctx.lineTo(100, 100)
ctx.moveTo(-600, -900)
ctx.lineTo(-1350, -900)
ctx.lineTo(-1350, 100)
ctx.lineTo(-750, 100)
ctx.fill()
};
}
},
skyscrapers() {
const boost1 = level.boost(475, 0, 1300)
const boost2 = level.boost(4450, 0, 1300);
level.custom = () => {
boost1.query();
boost2.query();
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(1350, -2100, 400, 250)
ctx.fillStyle = "#d4d4d7"
ctx.fillRect(3350, -1300, 50, 1325)
ctx.fillRect(1300, -1800, 750, 1800)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(2500, -1100, 450, 250)
ctx.fillRect(2400, -550, 600, 150)
ctx.fillRect(2550, -1650, 250, 200)
ctx.fillStyle = "rgba(0,0,0,0.2)"
ctx.fillRect(700, -110, 400, 110)
ctx.fillRect(3800, -110, 400, 110)
ctx.fillStyle = "rgba(0,0,0,0.15)"
ctx.fillRect(-250, -300, 450, 300)
};
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)
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"
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.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.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.randomMob(-100, -1300, 0.5);
spawn.randomSmallMob(1850, -600);
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, -1700, -0.2);
spawn.randomGroup(3700, -1500, 0.4);
spawn.randomGroup(1700, -900, 0.4);
if (simulation.difficulty > 1) spawn.randomLevelBoss(2600, -2300);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(3075, -2050)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
boost2.boostBounds.min.x = -boost2.boostBounds.min.x - 100
boost2.boostBounds.max.x = -boost2.boostBounds.max.x + 100
level.setPosToSpawn(50, -60); //-x
level.custom = () => {
boost1.query();
boost2.query();
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(-1350 - 400, -2100, 400, 250)
ctx.fillStyle = "#d4d4d7"
ctx.fillRect(-3350 - 50, -1300, 50, 1325)
ctx.fillRect(-1300 - 750, -1800, 750, 1800)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-2500 - 450, -1100, 450, 250)
ctx.fillRect(-2400 - 600, -550, 600, 150)
ctx.fillRect(-2550 - 250, -1650, 250, 200)
ctx.fillStyle = "rgba(0,0,0,0.2)"
ctx.fillRect(-700 - 400, -110, 400, 110)
ctx.fillRect(-3800 - 400, -110, 400, 110)
ctx.fillStyle = "rgba(0,0,0,0.15)"
ctx.fillRect(250 - 450, -300, 450, 300)
};
}
},
highrise() {
const elevator1 = level.elevator(-790, -190, 180, 25, -1150) //, 0.007
elevator1.addConstraint();
// const button1 = level.button(-500, -200)
const toggle1 = level.toggle(-500, -200) //(x,y,isOn,isLockOn = true/false)
const elevator2 = level.elevator(-3630, -1000, 180, 25, -1740) //, 0.007
elevator2.addConstraint();
// const button2 = level.button(-3100, -1330)
const toggle2 = level.toggle(-3100, -1330) //(x,y,isOn, isLockOn = true/false)
level.custom = () => {
// ctx.fillStyle = "#d0d0d2"
// ctx.fillRect(-2475, -2450, 25, 750)
// ctx.fillRect(-2975, -2750, 25, 600)
// ctx.fillRect(-3375, -2875, 25, 725)
ctx.fillStyle = "#cff" //exit
ctx.fillRect(-4425, -3050, 425, 275)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
// button1.draw();
toggle1.query();
if (!toggle1.isOn) {
if (elevator1.isOn) {
elevator1.isOn = false
elevator1.frictionAir = 0.2
elevator1.addConstraint();
}
} else if (!elevator1.isOn) {
elevator1.isOn = true
elevator1.isUp = true
elevator1.removeConstraint();
elevator1.frictionAir = 0.01 //elevator.isUp ? 0.01 : 0.2
}
if (elevator1.isOn) {
elevator1.move();
ctx.fillStyle = "#444"
ctx.fillRect(-700, -1140, 1, 975)
} else {
ctx.fillStyle = "#aaa"
ctx.fillRect(-700, -1140, 1, 975)
}
toggle2.query();
// button2.draw();
if (!toggle2.isOn) {
if (elevator2.isOn) {
elevator2.isOn = false
elevator2.frictionAir = 0.2
elevator2.addConstraint();
}
} else if (!elevator2.isOn) {
elevator2.isOn = true
elevator2.isUp = true
elevator2.removeConstraint();
elevator2.frictionAir = 0.01 //elevator.isUp ? 0.01 : 0.2
}
if (elevator2.isOn) {
elevator2.move();
ctx.fillStyle = "#444"
ctx.fillRect(-3540, -1720, 1, 740)
} else {
ctx.fillStyle = "#aaa"
ctx.fillRect(-3540, -1720, 1, 740)
}
ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
ctx.fillRect(-4450, -750, 800, 200)
ctx.fillStyle = "rgba(0,0,0,0.12)"
ctx.fillRect(-2500, -1975, 150, 300);
ctx.fillRect(-1830, -1150, 2030, 1150)
ctx.fillRect(-3410, -2150, 495, 1550)
ctx.fillRect(-2585, -1675, 420, 1125)
ctx.fillRect(-1650, -1575, 750, 450)
};
level.setPosToSpawn(-300, -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
//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);
powerUps.spawn(-4300, -700, "heal");
powerUps.spawn(-4200, -700, "ammo");
powerUps.spawn(-4000, -700, "ammo");
spawn.mapRect(-4450, -1000, 100, 500);
spawn.bodyRect(-3300, -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(-600, -1075, 50, 475);
spawn.mapRect(-600, -650, 625, 50);
spawn.mapRect(-1300, -650, 500, 50);
spawn.bodyRect(-75, -300, 50, 50);
spawn.mapRect(-600, -200, 500, 250); //ledge for boarding elevator
spawn.bodyRect(-250, -300, 100, 100); //a nice block near the elevator
spawn.bodyRect(-425, -1375, 400, 225);
spawn.mapRect(-925, -1575, 50, 475);
spawn.bodyRect(-1475, -1275, 250, 125);
// spawn.mapRect(-1650, -1575, 600, 50);
// spawn.mapRect(-1875, -1575, 850, 50);
spawn.mapRect(-1675, -1575, 650, 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, -450, 175, 550);
// spawn.mapRect(-2600, -975, 450, 50);
spawn.mapRect(-3425, -1325, 525, 75);
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(-2560, -1925, 250, 225);
// spawn.mapRect(-2525, -2025, 125, 25);
// spawn.mapRect(-2525, -1900, 125, 225);
// spawn.mapRect(-2600, -1975, 250, 25);
spawn.mapRect(-2515, -2000, 180, 50);
spawn.bodyRect(-3410, -1425, 50, 50);
spawn.bodyRect(-3390, -1525, 40, 60);
// spawn.bodyRect(-3245, -1425, 100, 100);
//building 3
spawn.mapRect(-4450, -1750, 800, 1050);
// spawn.mapRect(-3850, -2000, 125, 400);
spawn.mapRect(-4000, -2390, 200, 800);
// 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);
spawn.bodyRect(-3900, -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 > 1) spawn.randomLevelBoss(-2400, -2650);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(-1825, -1975)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
// boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
// boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
level.setPosToSpawn(300, -700); //-x
elevator1.holdX = -elevator1.holdX // flip the elevator horizontally
elevator1.removeConstraint();
elevator1.addConstraint();
elevator2.holdX = -elevator2.holdX // flip the elevator horizontally
elevator2.removeConstraint();
elevator2.addConstraint();
level.custom = () => {
ctx.fillStyle = "#cff" //exit
ctx.fillRect(4425 - 425, -3050, 425, 275)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
toggle1.query();
if (!toggle1.isOn) {
if (elevator1.isOn) {
elevator1.isOn = false
elevator1.frictionAir = 0.2
elevator1.addConstraint();
}
} else if (!elevator1.isOn) {
elevator1.isOn = true
elevator1.isUp = true
elevator1.removeConstraint();
elevator1.frictionAir = 0.01 //elevator.isUp ? 0.01 : 0.2
}
if (elevator1.isOn) {
elevator1.move();
ctx.fillStyle = "#444"
ctx.fillRect(700 - 1, -1140, 1, 975)
} else {
ctx.fillStyle = "#aaa"
ctx.fillRect(700 - 1, -1140, 1, 975)
}
toggle2.query();
if (!toggle2.isOn) {
if (elevator2.isOn) {
elevator2.isOn = false
elevator2.frictionAir = 0.2
elevator2.addConstraint();
}
} else if (!elevator2.isOn) {
elevator2.isOn = true
elevator2.isUp = true
elevator2.removeConstraint();
elevator2.frictionAir = 0.01 //elevator.isUp ? 0.01 : 0.2
}
if (elevator2.isOn) {
elevator2.move();
ctx.fillStyle = "#444"
ctx.fillRect(3540 - 1, -1720, 1, 740)
} else {
ctx.fillStyle = "#aaa"
ctx.fillRect(3540 - 1, -1720, 1, 740)
}
ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
ctx.fillRect(4450 - 800, -750, 800, 200)
ctx.fillStyle = "rgba(0,0,0,0.12)"
ctx.fillRect(2500 - 150, -1975, 150, 300);
ctx.fillRect(1830 - 2030, -1150, 2030, 1150)
ctx.fillRect(3410 - 495, -2150, 495, 1550)
ctx.fillRect(2585 - 420, -1675, 420, 1125)
ctx.fillRect(1650 - 750, -1575, 750, 450)
};
}
},
warehouse() {
level.custom = () => {
ctx.fillStyle = "#444" //light fixtures
ctx.fillRect(-920, -505, 40, 10)
ctx.fillRect(-920, 95, 40, 10)
ctx.fillRect(180, 95, 40, 10)
ctx.fillRect(-20, 695, 40, 10)
ctx.fillRect(-2320, 945, 40, 10)
ctx.fillStyle = "#cff" //exit
ctx.fillRect(300, -250, 350, 250)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
const lightingPath = new Path2D() //pre-draw the complex lighting path to save processing
lightingPath.moveTo(-1800, -500)
lightingPath.lineTo(-910, -500) //3rd floor light
lightingPath.lineTo(-1300, 0)
lightingPath.lineTo(-500, 0)
lightingPath.lineTo(-890, -500)
lightingPath.lineTo(-175, -500)
lightingPath.lineTo(-175, -250)
lightingPath.lineTo(175, -250)
lightingPath.lineTo(175, 0)
lightingPath.lineTo(-910, 100) //2nd floor light left
lightingPath.lineTo(-1300, 600)
lightingPath.lineTo(-500, 600)
lightingPath.lineTo(-890, 100)
lightingPath.lineTo(190, 100) //2nd floor light right
lightingPath.lineTo(-200, 600)
lightingPath.lineTo(600, 600)
lightingPath.lineTo(210, 100)
lightingPath.lineTo(1100, 100)
lightingPath.lineTo(1100, 1400)
lightingPath.lineTo(600, 1400) //1st floor light right
lightingPath.lineTo(10, 700)
lightingPath.lineTo(-10, 700)
lightingPath.lineTo(-600, 1400)
lightingPath.lineTo(-1950, 1400) //1st floor light left
lightingPath.lineTo(-2290, 950)
lightingPath.lineTo(-2310, 950)
lightingPath.lineTo(-2650, 1400)
lightingPath.lineTo(-3025, 1400)
lightingPath.lineTo(-3025, 150)
lightingPath.lineTo(-2590, 150)
lightingPath.lineTo(-2600, -150)
lightingPath.lineTo(-1800, -150)
lightingPath.lineTo(-1800, -500) //top left end/start of path
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.15)"; //shadows and lights
ctx.fill(lightingPath);
};
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";
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(-3150, 1400, 4400, 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(-3150, 50, 125, 1450);
spawn.mapRect(-2350, 600, 3150, 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);
let isElevators = false
let elevator1, elevator2, elevator3
if (Math.random() < 0.5) {
isElevators = true
elevator1 = level.elevator(-1780, 500, 260, 40, 7, 0.0003) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
elevator2 = level.elevator(820, 1300, 260, 40, 607, 0.0003)
elevator3 = level.elevator(-2850, 1250, 160, 40, 600, 0.007)
if (simulation.isHorizontalFlipped) {
spawn.mapVertex(-2900, 225, "0 0 0 -500 -500 -500")
} else {
spawn.mapVertex(-2900, 225, "0 0 0 -500 500 -500")
}
spawn.mapRect(-3050, 1175, 175, 300);
spawn.bodyRect(-2375, 1300, 100, 100);
spawn.bodyRect(-2325, 1250, 50, 50);
spawn.bodyRect(-2275, 1350, 125, 50);
level.custom = () => {
elevator1.move();
elevator1.drawTrack();
elevator2.move();
elevator2.drawTrack();
elevator3.move();
elevator3.drawTrack();
ctx.fillStyle = "#444" //light fixtures
ctx.fillRect(-920, -505, 40, 10)
ctx.fillRect(-920, 95, 40, 10)
ctx.fillRect(180, 95, 40, 10)
ctx.fillRect(-20, 695, 40, 10)
ctx.fillRect(-2320, 945, 40, 10)
ctx.fillStyle = "#cff" //exit
ctx.fillRect(300, -250, 350, 250)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
} else {
spawn.mapRect(-2950, 1250, 175, 250);
spawn.mapRect(-3050, 1100, 150, 400);
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
});
Composite.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
});
Composite.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2550, 1200, 150, 150, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2763, 1300, 350, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: -2575,
y: 150
},
bodyB: body[body.length - 1],
stiffness: 0.0004,
length: 566
});
Composite.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(-2950, -50);
spawn.randomMob(-2025, 175, 0.3);
spawn.randomMob(-2325, 450, 0.3);
spawn.randomMob(-2925, 675, 0.2);
spawn.randomMob(-2700, 300, 0.1);
spawn.randomMob(-2500, 300, 0.1);
spawn.randomMob(-2075, -425, 0.1);
spawn.randomMob(-1550, -725, 0.1);
spawn.randomMob(375, 1100, 0);
spawn.randomMob(-1575, 1100, 0);
spawn.randomSmallMob(825, 300);
spawn.randomMob(-800, -1750, 0);
spawn.randomMob(400, -750, -0.1);
spawn.randomMob(650, 1300, -0.1);
spawn.randomMob(-2450, 1050, -0.1);
spawn.randomMob(500, 400, -0.1);
spawn.randomMob(-75, -1700, -0.1);
spawn.randomMob(900, -800, -0.2);
spawn.randomGroup(-75, 1050, -0.1);
spawn.randomGroup(-900, 1000, 0.2);
spawn.randomGroup(-1300, -1100, -0.3);
spawn.randomSmallMob(-2325, 800);
spawn.randomSmallMob(-900, 825);
if (simulation.difficulty > 1) {
if (Math.random() < 0.70) {
spawn.randomLevelBoss(-800, -1300)
} else {
spawn.snakeBoss(-1000 + Math.random() * 2500, -1300); //boss snake with head
}
}
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(300, -800)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
// boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100
// boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
level.setPosToSpawn(-25, -55); //-x
if (isElevators) {
elevator1.holdX = -elevator1.holdX // flip the elevator horizontally
elevator2.holdX = -elevator2.holdX // flip the elevator horizontally
elevator3.holdX = -elevator3.holdX // flip the elevator horizontally
level.custom = () => {
elevator1.move();
elevator1.drawTrack();
elevator2.move();
elevator2.drawTrack();
elevator3.move();
elevator3.drawTrack();
ctx.fillStyle = "#444" //light fixtures
ctx.fillRect(920 - 40, -505, 40, 10)
ctx.fillRect(920 - 40, 95, 40, 10)
ctx.fillRect(-180 - 40, 95, 40, 10)
ctx.fillRect(20 - 40, 695, 40, 10)
ctx.fillRect(2320 - 40, 945, 40, 10)
ctx.fillStyle = "#cff" //exit
ctx.fillRect(-300 - 350, -250, 350, 250)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
} else {
level.custom = () => {
ctx.fillStyle = "#444" //light fixtures
ctx.fillRect(920 - 40, -505, 40, 10)
ctx.fillRect(920 - 40, 95, 40, 10)
ctx.fillRect(-180 - 40, 95, 40, 10)
ctx.fillRect(20 - 40, 695, 40, 10)
ctx.fillRect(2320 - 40, 945, 40, 10)
ctx.fillStyle = "#cff" //exit
ctx.fillRect(-300 - 350, -250, 350, 250)
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
}
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.15)"; //shadows and lights
ctx.beginPath()
ctx.moveTo(1800, -500)
ctx.lineTo(910, -500) //3rd floor light
ctx.lineTo(1300, 0)
ctx.lineTo(500, 0)
ctx.lineTo(890, -500)
ctx.lineTo(175, -500)
ctx.lineTo(175, -250)
ctx.lineTo(-175, -250)
ctx.lineTo(-175, 0)
ctx.lineTo(910, 100) //2nd floor light left
ctx.lineTo(1300, 600)
ctx.lineTo(500, 600)
ctx.lineTo(890, 100)
ctx.lineTo(-190, 100) //2nd floor light right
ctx.lineTo(200, 600)
ctx.lineTo(-600, 600)
ctx.lineTo(-210, 100)
ctx.lineTo(-1100, 100)
ctx.lineTo(-1100, 1400)
ctx.lineTo(-600, 1400) //1st floor light right
ctx.lineTo(-10, 700)
ctx.lineTo(10, 700)
ctx.lineTo(600, 1400)
ctx.lineTo(1950, 1400) //1st floor light left
ctx.lineTo(2290, 950)
ctx.lineTo(2310, 950)
ctx.lineTo(2650, 1400)
ctx.lineTo(3025, 1400)
ctx.lineTo(3025, 150)
ctx.lineTo(2590, 150)
ctx.lineTo(2600, -150)
ctx.lineTo(1800, -150)
ctx.lineTo(1800, -500) //top left end/start of path
ctx.fill()
};
}
},
office() {
let button, door
let isReverse = false
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 = 3088;
level.exit.y = -630;
} else { //reverse direction, start in bottom right
isReverse = true
button = level.button(3800, 0)
door = level.door(3012, -200, 25, 200, 195)
level.setPosToSpawn(3137, -650); //normal spawn
level.exit.x = 1375;
level.exit.y = -1530;
}
level.custom = () => {
button.query();
button.draw();
if (button.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
ctx.fillStyle = "#ccc"
ctx.fillRect(2495, -500, 10, 525)
ctx.fillStyle = "#dff"
if (isReverse) {
ctx.fillRect(725, -1950, 825, 450)
} else {
ctx.fillRect(3050, -950, 625, 500)
}
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(3650, -1300, 1300, 1300)
ctx.fillRect(3000, -1000, 650, 1000)
ctx.fillRect(750, -1950, 800, 450)
ctx.fillRect(750, -1450, 650, 1450)
ctx.fillRect(-550, -1700, 1300, 1700)
// ctx.fillRect(0, 0, 0, 0)
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";
spawn.debris(-300, -200, 1000, 6); //ground debris //16 debris per level
spawn.debris(3500, -200, 800, 5); //ground debris //16 debris per level
spawn.debris(-300, -650, 1200, 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
});
Composite.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(-300, -2000 * 0.25, 1690, 50); //1st floor
spawn.spawnStairs(-610 + 2000 - 50, -500, 4, 250, 350, true); //stairs
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, 700); //exit wall
spawn.mapRect(3650, -1300, 1350, 50); //exit wall
spawn.bodyRect(3665, -600, 20, 100); //door
spawn.mapRect(3025, -600, 250, 125);
spawn.mapRect(3175, -550, 175, 75);
// spawn.mapVertex(3160, -525, "625 0 300 0 300 -140 500 -140"); //entrance/exit ramp
spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof
spawn.mapRect(3010, -2000 * 0.25, 1690, 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.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 > 1) {
if (Math.random() < 0.5) {
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.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(1875, -675)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
level.setPosToSpawn(50, -60);
if (!isReverse) { //normal direction start in top left
level.setPosToSpawn(-1375, -1550); //normal spawn //-x
} else { //reverse direction, start in bottom right
level.setPosToSpawn(-3137, -650); //normal spawn
}
button.min.x = -button.min.x - 126 // flip the button horizontally
button.max.x = -button.max.x + 126 // flip the button horizontally
level.custom = () => {
button.query();
button.draw();
if (button.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
ctx.fillStyle = "#ccc"
ctx.fillRect(-2495 - 10, -500, 10, 525)
ctx.fillStyle = "#dff"
if (isReverse) {
ctx.fillRect(-725 - 825, -1950, 825, 450)
} else {
ctx.fillRect(-3050 - 625, -950, 625, 500)
}
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fillRect(-3650 - 1300, -1300, 1300, 1300)
ctx.fillRect(-3000 - 650, -1000, 650, 1000)
ctx.fillRect(-750 - 800, -1950, 800, 450)
ctx.fillRect(-750 - 650, -1450, 650, 1450)
ctx.fillRect(550 - 1300, -1700, 1300, 1700)
// ctx.fillRect(0, 0, 0, 0)
door.draw();
};
}
},
stronghold() { // player made level by Francois 👑 from discord
const boost1 = level.boost(1470, -250, 1080)
const boost2 = level.boost(-370, 0, 800)
const boost3 = level.boost(4865, 0, 1800)
level.custom = () => {
boost1.query();
boost2.query();
boost3.query();
ctx.fillStyle = "#edf9f9";
ctx.fillRect(-500, -1220, 550, -480);
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fillRect(0, -700, 1050, 700);
ctx.fillRect(-550, -1170, 550, 1170);
ctx.fillRect(1150, -1700, 250, 1700);
ctx.fillRect(1100, -1700, 50, 450);
ctx.fillRect(1050, -1200, 100, 1200);
ctx.fillRect(1400, -250, 200, -1500);
ctx.fillRect(1600, -550, 600, -1150);
ctx.fillRect(2530, -550, 430, -1450);
ctx.fillRect(3270, -1700, 80, 600);
ctx.fillRect(3350, -1350, 700, 230);
ctx.fillRect(4050, -1700, 600, 1290);
ctx.fillRect(3650, -110, 1000, 170);
ctx.fillRect(4865, -55, 100, 55);
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
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"
// __________________________________________________________________________________________________
// 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.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
});
Composite.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
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
});
Composite.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 > 1) spawn.randomLevelBoss(1850, -1400);
spawn.secondaryBossChance(1850, -1400)
powerUps.addResearchToLevel() //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);
}
const boost1 = level.boost(8290, -2100, 1800)
level.custom = () => {
boost1.query();
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.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(61,62,62,0.95)";
ctx.fillRect(-750, -900, 750, 450);
if (isLevelReversed === true) {
door.draw();
doorPlateform.draw();
}
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
hazard.query();
//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
});
Composite.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
//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 > 1) {
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 {
spawn.randomLevelBoss(6100, -3600, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "pulsarBoss"]);
}
}
} else { /// Reversed spawn
if (simulation.difficulty > 1) {
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 {
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.addResearchToLevel() //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 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 })
spawn.secondaryBossChance(2330, 1850)
//chance to spawn a ring of exploding mobs around this boss
if (simulation.difficulty > 1) spawn.nodeGroup(2330, 1850, "spawns", 8, 20, 105);
powerUps.chooseRandomPowerUp(3100, 1630);
},
detours() { //by Francois from discord
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
Composite.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
Composite.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.exit.draw();
level.enter.draw();
};
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.exit.draw();
level.enter.draw();
};
// //////////////////////////////////////
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() { //please don't edit the onDeath function this causes serious bugs
// 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"]);
spawn.secondaryBossChance(8000, 630)
//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() { //please don't edit the onDeath function this causes serious bugs
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() { //please don't edit the onDeath function this causes serious bugs
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
} else {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
}
}
},
house() { //by Francois from discord
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 = () => {
ctx.fillStyle = "rgb(221, 221, 221)";
ctx.fillRect(1175, -1425, 4000, 1200);
ctx.fillStyle = "rgb(170 170 170)";
ctx.fillRect(1650, -1300, 175, 150);
ctx.fillStyle = "rgb(77, 76, 76)";
ctx.fillRect(624, -1150, 28, 1075);
ctx.fillStyle = "#ababab";
ctx.fillRect(3420, -380, 285, 40);
ctx.fillStyle = "#474747";
ctx.fillRect(3555, -367.5, 15, 15);
ctx.fillRect(3418, -344, 288, 8);
ctx.fillRect(3555, -327.5, 15, 15);
ctx.fillRect(3418, -304, 288, 8);
ctx.fillRect(3555, -285, 15, 15);
ctx.fillStyle = "#ababab";
ctx.fillRect(3420, -340, 285, 40);
ctx.fillRect(3420, -300, 285, 45);
ctx.fillStyle = "rgba(141, 141, 141,1)";
ctx.fillRect(3800, -1275, 250, 425);
ctx.fillStyle = "#000";
ctx.fillRect(3800, -1275, 250, 3);
ctx.fillRect(4048, -1275, 3, 425);
ctx.fillRect(3800, -1275, 3, 425);
ctx.fillRect(3830, -1050, 35, 10);
ctx.fillStyle = "rgba(225, 242, 245,0.6)";
ctx.fillRect(4050, -1425, 1125, 600);
ctx.fillStyle = "#444";
ctx.fillRect(1736, -1300, 3, 150);
ctx.fillRect(1650, -1224, 175, 3);
ctx.fillStyle = "#5806ac";
ctx.fillRect(3375, -625, 375, 175);
ctx.fillStyle = "rgba(166, 166, 166,0.8)";
ctx.fillRect(4050, -1425, 1, 600);
ctx.fillRect(4090, -1425, 1, 600);
ctx.fillRect(4130, -1425, 1, 600);
ctx.fillRect(4170, -1425, 1, 600);
ctx.fillRect(4210, -1425, 1, 600);
ctx.fillRect(4250, -1425, 1, 600);
ctx.fillRect(4290, -1425, 1, 600);
ctx.fillRect(4330, -1425, 1, 600);
ctx.fillRect(4370, -1425, 1, 600);
ctx.fillRect(4410, -1425, 1, 600);
ctx.fillRect(4450, -1425, 1, 600);
ctx.fillRect(4490, -1425, 1, 600);
ctx.fillRect(4530, -1425, 1, 600);
ctx.fillRect(4570, -1425, 1, 600);
ctx.fillRect(4610, -1425, 1, 600);
ctx.fillRect(4650, -1425, 1, 600);
ctx.fillRect(4690, -1425, 1, 600);
ctx.fillRect(4730, -1425, 1, 600);
ctx.fillRect(4770, -1425, 1, 600);
ctx.fillRect(4810, -1425, 1, 600);
ctx.fillRect(4850, -1425, 1, 600);
ctx.fillRect(4890, -1425, 1, 600);
ctx.fillRect(4930, -1425, 1, 600);
ctx.fillRect(4970, -1425, 1, 600);
ctx.fillRect(5010, -1425, 1, 600);
ctx.fillRect(5050, -1425, 1, 600);
ctx.fillRect(5090, -1425, 1, 600);
ctx.fillRect(5130, -1425, 1, 600);
ctx.fillRect(4050, -1425, 1125, 2);
ctx.fillRect(4050, -1385, 1125, 2);
ctx.fillRect(4050, -1345, 1125, 2);
ctx.fillRect(4050, -1305, 1125, 2);
ctx.fillRect(4050, -1265, 1125, 2);
ctx.fillRect(4050, -1225, 1125, 2);
ctx.fillRect(4050, -1185, 1125, 2);
ctx.fillRect(4050, -1145, 1125, 2);
ctx.fillRect(4050, -1105, 1125, 2);
ctx.fillRect(4050, -1065, 1125, 2);
ctx.fillRect(4050, -1025, 1125, 2);
ctx.fillRect(4050, -985, 1125, 2);
ctx.fillRect(4050, -945, 1125, 2);
ctx.fillRect(4050, -905, 1125, 2);
ctx.fillRect(4050, -865, 1125, 2);
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.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(64,64,64,0.97)";
ctx.fillRect(2800, -400, 275, 175);
hazard.query();
doorBedroom.draw();
doorGrenier.draw();
voletLucarne1.draw();
voletLucarne2.draw();
voletLucarne3.draw();
voletLucarne4.draw();
voletLucarne5.draw();
voletLucarne6.draw();
};
//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],
});
Composite.add(engine.world, [chair]);
Composite.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
],
});
Composite.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
});
Composite.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) {
spawn.secondaryBossChance(3380, -1775)
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"]);
}
}
},
perplex() { //by Oranger from discord
document.body.style.backgroundColor = "#dcdcde";
level.setPosToSpawn(-600, 400);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 550;
level.exit.y = -2730;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
const portal = level.portal({ //main portals
x: -1000,
y: 50
}, -Math.PI / 2, { //up
x: 1000,
y: 50
}, -Math.PI / 2) //up
const portal2 = level.portal({ //portals in upper right corner
x: 1400,
y: -2200
}, -Math.PI / 2, { //up
x: 1700,
y: -1700
}, -Math.PI / 2) //up
const rotor = level.rotor(-200, -1950, -0.001)
level.custom = () => {
portal[2].query(true)
portal[3].query(true)
portal2[2].query(true)
portal2[3].query(true)
rotor.rotate();
ctx.fillStyle = "#d4f4f4";
ctx.fillRect(375, -3000, 450, 300);
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
portal2[0].draw();
portal2[1].draw();
portal2[2].draw();
portal2[3].draw();
ctx.fillStyle = "rgba(0,0,0,0.03)";
ctx.fillRect(-875, -250, 1500, 700);
ctx.fillRect(-925, -505, 930, 255);
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fillRect(725, -1400, 200, 200);
ctx.fillRect(925, -2150, 150, 2175);
ctx.fillRect(925, -3400, 150, 850);
ctx.fillStyle = "rgba(0,0,0,0.03)";
ctx.fillRect(1800, -2600, 400, 400);
ctx.fillRect(2200, -2600, 400, 1250);
};
level.defaultZoom = 1700 // 4500 // 1400
simulation.zoomTransition(level.defaultZoom)
//section 1: before portals
spawn.mapRect(-925, 450, 1850, 250); //1-1 base
spawn.mapRect(-925, -300, 55, 755); //1 left wall
spawn.mapRect(-875, 50, 1100, 50); //1-1 ceiling
spawn.mapRect(620, -300, 305, 755); //1-1 and 1-2 right wall
spawn.bodyRect(200, 350, 230, 100);
spawn.bodyRect(300, 250, 150, 100);
spawn.mapRect(-875, -300, 580, 50); //1-2 ceiling on left
spawn.mapRect(0, -300, 625, 50); //1-2 ceiling on right
spawn.mapRect(0, -650, 150, 350); //1-3 right wall
spawn.mapRect(-925, -650, 975, 150); //1-3 ceiling
spawn.mapRect(-1280, 100, 205, 150); //1-4 floor
spawn.mapRect(-1280, 245, 360, 455); //bottom left corner
spawn.mapRect(-1600, -200, 200, 50); //1-4 platform 1
//section 2: lower central room (gone through main portals 1 time)
spawn.mapRect(920, 245, 160, 455); //below right portal
spawn.mapRect(1075, -300, 500, 1000); //2-1 right floor
spawn.bodyRect(100, -1000, 50, 350);
spawn.bodyRect(100, -1015, 250, 15);
spawn.mapRect(-925, -1600, 100, 1000); //2-2 left wall
spawn.mapRect(725, -2150, 200, 750); //2-2 right wall
spawn.mapRect(725, -1200, 200, 200); //2-2 right wall 2
spawn.mapRect(300, -1000, 625, 50); //2 central ledge
//shute
spawn.mapRect(1075, -2005, 550, 1055); //shute right wall
spawn.mapRect(875, -1000, 50, 300); //shute left 1
spawn.mapRect(860, -1030, 50, 300); //shute left 2
spawn.mapRect(850, -1100, 50, 300); //shute left 3
spawn.mapRect(830, -980, 50, 50); //shute left 4
spawn.mapRect(1075, -1000, 50, 300); //shute right 1
spawn.mapRect(1090, -1030, 50, 300); //shute right 2
spawn.mapRect(1100, -1100, 50, 300); //shute right 3
spawn.mapRect(1120, -980, 50, 50); //shute right 4
spawn.mapRect(1850, -650, 400, 50); //drop from 4-1
//section 3: upper left room and upper central room (gone through main portals 2 times)
//3-2 is just the upper part of 2-2
spawn.mapRect(-1775, -1000, 700, 300); //3-1 floor
spawn.mapRect(-1900, -2300, 175, 1600); //3-1 left wall
spawn.mapRect(-1375, -1300, 300, 50); //3-1 platform 1
spawn.mapRect(-1600, -1650, 300, 50); //3-1 platform 2
spawn.mapRect(-1775, -2300, 700, 300); //3-1 ceiling
spawn.mapRect(-830, -1600, 300, 50); //3-2 left ledge
spawn.mapRect(250, -2150, 675, 50); //3-2 right ledge
spawn.mapRect(-925, -2300, 100, 300); //3-2 left wall
spawn.mapRect(-600, -2700, 1525, 150); //3-2 ceiling
spawn.mapRect(1075, -2150, 250, 150); //next to upper portal
// level.fill.push({
// x: -1730,
// y: -2300,
// width: 870,
// height: 1600,
// color: "rgba(0,0,0,0.03)"
// });
//section 4: upper right portals
spawn.mapRect(1475, -2700, 150, 700); //4-1 left wall
spawn.mapRect(1775, -1650, 250, 150); //4-1 floor-ish
spawn.mapRect(1575, -1505, 450, 555); //below upper right portal
spawn.mapRect(1800, -2250, 400, 50); //4-1 platform 2
spawn.bodyRect(2200, -2250, 15, 300);
spawn.mapRect(2200, -1950, 400, 50); //4-1 platform 1
//spawn.bodyRect(2575, -2600, 25, 650);
spawn.mapRect(2600, -1650, 400, 50); //4-1 platform 0
spawn.mapRect(2200, -1350, 400, 50); //4-1 platform -1
spawn.bodyRect(2200, -1900, 15, 550);
spawn.bodyRect(2585, -1650, 15, 300);
spawn.mapRect(1800, -4200, 800, 1600); //4-2 right wall
spawn.mapRect(800, -4200, 1800, -500); //4-2 ceiling
spawn.mapRect(1075, -3400, 225, 850); //upper shute right wall
spawn.mapRect(800, -3400, 125, 850); //upper shute left wall
//section 5: after portals (gone through main portals 3 times)
spawn.mapRect(-700, -2700, 100, 450); //5-1 right wall
spawn.mapRect(-1450, -2700, 900, 50); //5-1 ceiling
spawn.mapRect(-925, -2300, 325, 50); //5-1 right floor
spawn.mapRect(-1900, -3000, 450, 50); //stair cover
spawn.bodyRect(-1150, -2950, 200, 250); //5-2 block
//top left corner stuff
spawn.mapRect(-1900, -2450, 250, 450); //
//exit room
spawn.mapRect(350, -3000, 50, 100); //exit room left wall
spawn.mapRect(350, -3000, 450, -1700); //exit room ceiling
spawn.bodyRect(350, -2900, 50, 50.5); //door
spawn.bodyRect(350, -2850, 50, 50.5); //door
spawn.bodyRect(350, -2800, 50, 50.5); //door
spawn.bodyRect(350, -2750, 50, 50.5); //door
spawn.debris(-400, 450, 400, 5); //16 debris per level
spawn.debris(-1650, -2300, 250, 4); //16 debris per level
spawn.debris(-750, -650, 750, 3); //16 debris per level
//mobs
spawn.randomMob(-650, -100, 0.7); //1-2 left
spawn.randomMob(100, -150, 0.3); //1-2 right
spawn.randomMob(-100, -400, 0); //1-3 right
//spawn.randomMob(-1500, -300, 0.3); //1-4 platform
spawn.randomMob(1450, -450, 0); //2-1 right
spawn.randomMob(1700, -800, 1); //2-1 off the edge. chance is 1 because some enemies just fall
spawn.randomGroup(-550, -900, -0.3); //2-2
spawn.randomMob(-1550, -1800, 0.7); //3-1 upper platform
//spawn.randomMob(-1225, -1400, 0.3); //3-1 lower platform
spawn.randomMob(450, -2350, 0.3); //3-2 right ledge
//spawn.randomMob(1150, -2250, 0); //3-2 far right
spawn.randomGroup(2400, -2300, -0.3); //4-1 floating
spawn.randomMob(2400, -1450, 0); //4-1 platform -1
spawn.randomMob(2800, -1800, 0.5); //4-1 platform 0
spawn.randomMob(-1700, -3200, 0.7); //5-2 left platform
spawn.randomMob(-550, -2800, 0.3); //5-2 middle
if (simulation.difficulty > 3) {
if (Math.random() < 0.5) {
spawn.randomLevelBoss(450, -1350, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "shieldingBoss", "pulsarBoss", "laserBoss"]);
} else {
spawn.randomLevelBoss(-300, -3200, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "shieldingBoss", "pulsarBoss", "laserBoss"]);
}
}
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(7725, 2275)
},
coliseum() {
level.custom = () => {
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {};
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
//Level
level.setPosToSpawn(200, 50);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 8950;
level.exit.y = 170;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
//Map
spawn.mapRect(-100, -400, 100, 600);
spawn.mapRect(-100, 100, 700, 100);
spawn.mapRect(500, 100, 100, 1700);
spawn.mapRect(500, 1700, 4000, 100);
spawn.mapRect(4100, 600, 400, 100);
spawn.mapRect(4400, 600, 100, 1600);
spawn.mapRect(4400, 2100, 4300, 100);
spawn.mapRect(8600, 200, 100, 2000);
spawn.mapRect(8600, 200, 700, 100);
spawn.mapRect(9200, -300, 100, 600);
spawn.mapRect(8600, -300, 700, 100);
spawn.mapRect(8600, -700, 100, 500);
spawn.mapRect(4400, -700, 4300, 100);
spawn.mapRect(4400, -700, 100, 900);
spawn.mapRect(-100, -400, 4600, 100);
//Platforms
spawn.mapRect(1100, 400, 300, 100);
spawn.mapRect(500, 500, 300, 100);
spawn.mapRect(1050, 800, 300, 100);
spawn.mapRect(1770, 1050, 300, 100);
spawn.mapRect(1800, 500, 300, 100);
spawn.mapRect(2550, 900, 300, 100);
spawn.mapRect(2800, 1400, 300, 100);
spawn.mapRect(1250, 1350, 300, 100);
spawn.mapRect(4750, 850, 300, 100);
spawn.mapRect(3200, 1050, 300, 100);
spawn.mapRect(4700, 100, 300, 100);
spawn.mapRect(5350, 0, 300, 100);
spawn.mapRect(3800, 900, 300, 100);
spawn.mapRect(5100, 500, 300, 100);
spawn.mapRect(5900, -300, 300, 100);
spawn.mapRect(6500, -700, 300, 1300);
spawn.mapRect(7900, 0, 300, 100);
spawn.mapRect(8050, 800, 300, 100);
spawn.mapRect(7800, 1900, 300, 100);
spawn.mapRect(8300, 450, 300, 100);
spawn.mapRect(8400, 1200, 300, 100);
spawn.mapRect(7570, 1100, 300, 100);
spawn.mapRect(6700, 1850, 300, 100);
spawn.mapRect(8000, 1500, 300, 100);
spawn.mapRect(7120, -100, 300, 100);
spawn.mapRect(7000, 1500, 300, 100);
spawn.mapRect(6500, 1000, 300, 1200);
spawn.mapRect(5800, 1100, 300, 100);
spawn.mapRect(5900, 1700, 300, 100);
spawn.mapRect(5300, 1400, 300, 100);
spawn.mapRect(5200, 1100, 300, 100);
spawn.mapRect(6700, 1100, 300, 100);
spawn.mapRect(4800, 1650, 300, 100);
//Room 1 Spawning
spawn.randomMob(1000, 700, 0.7);
spawn.randomGroup(1100, 700, 0.5);
spawn.randomMob(1900, 400, 0.7);
spawn.randomGroup(2000, 400, 0.4);
spawn.randomGroup(1800, 1100, 0.4);
spawn.randomGroup(2700, 700, 0.5);
spawn.randomMob(2900, 1200, 0.7);
spawn.randomSmallMob(3200, 300, 0.9);
spawn.randomSmallMob(3700, 800, 0.9);
spawn.randomMob(1100, 700, 0.6);
spawn.randomGroup(1200, 700, 0.5);
spawn.randomMob(2000, 400, 0.8);
spawn.randomGroup(2100, 400, 0.5);
spawn.randomGroup(1900, 1100, 0.5);
spawn.randomGroup(2800, 700, 0.5);
spawn.randomMob(3000, 1200, 0.7);
spawn.randomSmallMob(3200, 300, 0.9);
spawn.randomSmallMob(3700, 800, 0.9);
spawn.randomMob(800, 1500, 0.9);
spawn.randomMob(1500, 1500, 0.7);
spawn.randomMob(2200, 1500, 0.6);
spawn.randomMob(2500, 1500, 0.7);
spawn.randomMob(2800, 1500, 0.7);
spawn.randomMob(3300, 1500, 0.6);
//Room 2 Spawning
spawn.randomGroup(4700, 2000, 0.9);
spawn.randomMob(5000, 2000, 0.5);
spawn.randomSmallMob(5700, 1500, 0.9);
spawn.randomMob(8500, 2000, 0.6);
spawn.randomGroup(8000, 1300, 0.9);
spawn.randomMob(8300, -300, 0.4);
spawn.randomSmallMob(7600, -200, 0.9);
spawn.randomMob(5200, -300, 0.5);
spawn.randomSmallMob(4700, -200, 0.5);
spawn.randomGroup(4700, 2000, 0.8);
spawn.randomMob(5000, 2000, 0.5);
spawn.randomSmallMob(5700, 1500, 0.9);
spawn.randomGroup(8500, 2000, 0.3);
spawn.randomSmallMob(8000, 1300, 0.4);
spawn.randomMob(8300, -300, 0.3);
spawn.randomGroup(7600, -200, 0.5);
spawn.randomMob(5200, -300, 0.3);
spawn.randomGroup(4700, -200, 0.4);
spawn.randomGroup(8650, -200, 0.9); //end guards
spawn.randomMob(8650, -200, 0.9); //end guards
//Boss Spawning
if (simulation.difficulty > 3) {
spawn.randomLevelBoss(6000, 700, ["pulsarBoss", "laserTargetingBoss", "powerUpBoss", "bomberBoss", "historyBoss", "orbitalBoss"]);
if (simulation.difficulty > 10) spawn.shieldingBoss(7200, 500);
if (simulation.difficulty > 20) spawn.randomLevelBoss(2000, 300, ["historyBoss", "shooterBoss"]);
}
//Blocks
spawn.bodyRect(550, -300, 50, 400); //spawn door
spawn.bodyRect(4400, 200, 100, 400); //boss door
spawn.bodyRect(6600, 600, 50, 400); //boss 2 door
spawn.debris(400, 800, 400, 2);
spawn.debris(3800, 1600, 1200, 6);
spawn.debris(7500, 2000, 800, 4);
spawn.debris(5500, 2000, 800, 4);
//Powerups
powerUps.spawnStartingPowerUps(1250, 1500);
powerUps.spawnStartingPowerUps(1500, 1500);
powerUps.spawn(8650, -200, "ammo");
powerUps.spawn(8650, -200, "ammo");
powerUps.spawn(8650, -200, "ammo");
powerUps.spawn(8650, -200, "ammo");
powerUps.spawn(200, 50, "heal");
powerUps.spawn(200, 50, "ammo");
powerUps.spawn(200, 50, "ammo");
powerUps.spawn(200, 50, "ammo");
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(6600, 600)
},
crossfire() {
//*1.5
//Level Setup
const slimePitOne = level.hazard(0, 850, 3800, 120);
const slimePitTwo = level.hazard(4600, 430, 2000, 120);
const slimePitThree = level.hazard(6500, 200, 1000, 170);
level.custom = () => {
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
slimePitOne.query();
slimePitTwo.query();
slimePitThree.query();
};
level.setPosToSpawn(-500, 550); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 10300;
level.exit.y = -830;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 3000
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
//Map Elements
spawn.mapRect(-800, -600, 800, 200);
spawn.mapRect(-200, -600, 200, 800);
spawn.mapRect(-800, -600, 200, 800);
spawn.mapRect(-1000, 0, 1000, 200);
spawn.mapRect(-1000, 0, 200, 800);
spawn.mapRect(-1000, 600, 1400, 200);
spawn.mapRect(0, 600, 200, 400);
spawn.mapRect(0, 950, 4000, 100);
spawn.mapRect(800, 800, 600, 200);
spawn.mapRect(1700, 700, 500, 300);
spawn.mapRect(2500, 600, 400, 400);
spawn.mapRect(3200, 600, 1200, 200);
spawn.mapRect(3800, 600, 200, 800); //
spawn.mapRect(3800, 1200, 800, 200);
spawn.mapRect(4400, 400, 300, 1000);
spawn.mapRect(4400, 500, 2000, 100);
spawn.mapRect(6500, 300, 1000, 100);
spawn.mapRect(5000, 200, 700, 400);
spawn.mapRect(6000, 0, 650, 600);
spawn.mapRect(6900, -300, 700, 100);
spawn.mapRect(7400, -600, 200, 1100);
spawn.mapRect(7400, 300, 2600, 200);
spawn.mapRect(9800, -800, 200, 1300);
spawn.mapRect(9800, -800, 1000, 200);
spawn.mapRect(10600, -1400, 200, 800);
spawn.mapRect(9800, -1400, 200, 400);
spawn.mapRect(7400, -1400, 3400, 200);
spawn.mapRect(7400, -1600, 200, 800);
spawn.mapRect(5400, -1600, 2200, 200);
spawn.mapRect(6000, -1600, 200, 800);
spawn.mapRect(5400, -1600, 200, 800);
spawn.mapRect(4800, -1000, 1400, 200);
spawn.mapRect(4800, -1000, 200, 600);
spawn.mapRect(3800, -600, 1200, 200);
spawn.mapRect(3200, -800, 800, 200);
spawn.mapRect(3200, -800, 200, 800);
spawn.mapRect(3800, -800, 200, 800);
spawn.mapRect(-200, -200, 4200, 200);
//Boss Room Platforms
spawn.mapRect(7700, 100, 300, 40);
spawn.mapRect(8600, 0, 300, 40);
spawn.mapRect(9200, 100, 300, 40);
spawn.mapRect(9400, -200, 300, 40);
spawn.mapRect(8000, -200, 300, 40);
spawn.mapRect(8500, -400, 300, 40);
spawn.mapRect(9000, -600, 300, 40);
spawn.mapRect(9400, -800, 300, 40);
spawn.mapRect(8600, -1000, 300, 40);
spawn.mapRect(7900, -800, 300, 40);
//Mob Spawning
spawn.randomMob(200, 400, 0.7);
// spawn.randomMob(1200, 400, 0.7);
spawn.randomMob(2000, 400, 0.7);
// spawn.randomMob(3000, 400, 0.7);
spawn.randomMob(5000, 0, 0.7);
spawn.randomMob(5600, 0, 0.7);
spawn.randomMob(6200, -200, 0.7);
// spawn.randomMob(6600, -200, 0.7);
spawn.randomMob(7200, -800, 0.7);
spawn.randomSmallMob(800, 400, 0.9);
spawn.randomSmallMob(1800, 400, 0.9);
// spawn.randomSmallMob(2600, 400, 0.9);
spawn.randomSmallMob(5200, 0, 0.9);
// spawn.randomSmallMob(5400, 0, 0.9);
spawn.randomSmallMob(6400, -200, 0.9);
spawn.randomGroup(3800, 400, 0.5);
spawn.randomGroup(4200, 400, 0.5);
// spawn.randomGroup(4400, 200, 0.5);
spawn.randomGroup(7000, -800, 0.5);
// spawn.randomGroup(7700, 300, 0.5);
spawn.randomGroup(9800, 300, 0.5);
// spawn.randomGroup(7700, -1100, 0.5);
spawn.randomGroup(9800, -1100, 0.5);
if (simulation.difficulty > 3) spawn.randomLevelBoss(8600, -600, ["powerUpBoss", "bomberBoss", "snakeBoss", "spiderBoss", "historyBoss"])
spawn.secondaryBossChance(7900, -400)
//Boss Spawning
if (simulation.difficulty > 10) {
spawn.pulsarBoss(3600, -400);
powerUps.chooseRandomPowerUp(4006, 400);
powerUps.chooseRandomPowerUp(4407, 400);
powerUps.spawnStartingPowerUps(4400, 400);
if (simulation.difficulty > 30) {
powerUps.chooseRandomPowerUp(4002, 400);
powerUps.chooseRandomPowerUp(4004, 400);
spawn.pulsarBoss(4200, 1000);
if (simulation.difficulty > 60) {
powerUps.chooseRandomPowerUp(4409, 400);
spawn.pulsarBoss(5800, -1200);
if (simulation.difficulty > 80) {
spawn.pulsarBoss(-400, -200);
if (simulation.difficulty > 100) {
spawn.pulsarBoss(3600, -400);
if (simulation.difficulty > 120) {
spawn.pulsarBoss(-400, -200);
}
}
}
}
}
}
//Powerup Spawning
powerUps.spawnStartingPowerUps(4000, 400);
powerUps.addResearchToLevel(); //needs to run after mobs are spawned
//Block Spawning
// spawn.bodyRect(-100, 200, 100, 400); //spawn door
spawn.bodyRect(7450, -800, 25, 200); //boss room door
spawn.bodyRect(9850, -1000, 25, 200); //end door
spawn.mapRect(-200, 350, 200, 450);
// spawn.mapRect(3875, -75, 50, 575);
spawn.mapRect(3800, -75, 200, 525);
spawn.mapRect(3875, 590, 50, 150);
spawn.mapRect(3875, 350, 50, 140);
const debrisCount = 3
spawn.debris(1050, 700, 400, debrisCount);
spawn.debris(1900, 600, 400, debrisCount);
spawn.debris(2700, 500, 400, debrisCount);
// spawn.debris(3500, 450, 400, debrisCount);
spawn.debris(4150, 500, 400, debrisCount);
spawn.debris(5300, 0, 400, debrisCount);
spawn.debris(6300, -100, 400, debrisCount);
spawn.debris(7200, -500, 400, debrisCount);
spawn.debris(8000, -600, 400, debrisCount);
spawn.debris(8700, -700, 400, debrisCount);
spawn.debris(9300, -900, 400, debrisCount);
},
vats() { // Made by Dablux#6610 on Discord
simulation.zoomScale = 1500;
level.setPosToSpawn(4400, -1060)
spawn.mapRect(level.enter.x, level.enter.y + 30, 100, 20)
level.exit.x = 3900;
level.exit.y = 1060;
spawn.mapRect(level.exit.x, level.exit.y + 30, 100, 20)
document.body.style.backgroundColor = "#dcdcde";
var nextBlockSpawn = simulation.cycle + Math.floor(Math.random() * 60 + 30)
const door = level.door(475, 900, 50, 200, 201)
const exitDoor = level.door(3375, 900, 50, 200, 201)
const deliveryButton = level.button(3500, -410)
const buttonGreen = level.button(-1600, 1090)
const buttonYellow = level.button(-1600, -1160)
const buttonRed = level.button(5874, -2410)
let g = false;
let y = false;
let r = false;
const deliverySlime = level.hazard(3700, -940, 100, 480)
const deliverySlime2 = level.hazard(3700, -461, 100, 1141)
const slimePit = level.hazard(700, 1200, 2500, 1300, 0.004, "hsla(160, 100%, 35%,0.75)")
const topSlime = level.hazard(800, -460, 2900, 90, 0.004, "hsla(160, 100%, 35%,0.75)")
const rotor = level.rotor(0, -725, 0.001)
const portal = level.portal({
x: -135,
y: 800
}, Math.PI / 2, {
x: 570,
y: -395
}, -Math.PI / 2)
const portal2 = level.portal({
x: -1800,
y: 1900
}, Math.PI, {
x: 200,
y: 1105
}, -Math.PI / 2)
const drip1 = level.drip(1875, -660, -400, 70)
const drip2 = level.drip(3525, -940, -400, 150)
const drip3 = level.drip(1975, 100, 1200, 100)
door.isOpen = true;
exitDoor.isOpen = true;
// UPPER AREA //
spawn.mapRect(4500, -2400, 1700, 2050)
spawn.mapRect(3800, -1000, 700, 650)
spawn.mapRect(4000, -1310, 50, 60)
spawn.mapRect(4450, -1310, 50, 60)
spawn.mapRect(4000, -1320, 500, 20)
level.chain(4025, -1225, 0.5 * Math.PI, false, 5, 25)
spawn.mapRect(3650, -460, 50, 90)
spawn.mapRect(3525, -1000, 325, 20)
spawn.mapRect(3650, -1000, 50, 440)
spawn.mapRect(3300, -1000, 50, 450)
spawn.mapRect(3325, -725, 150, 25)
spawn.mapRect(3500, -980, 175, 35)
spawn.mapRect(3325, -980, 50, 35)
spawn.mapRect(-1800, -1250, 50, 120)
spawn.mapRect(6150, -2500, 50, 120)
spawn.bodyRect(3350, -1000, 175, 20, 1, spawn.propsIsNotHoldable) // Cover
Matter.Body.setMass(body[body.length - 1], 0.7) // Make cover easier to remove
spawn.mapRect(750, -475, 50, 75);
for (let i = 1; i < 5; i++) {
spawn.mapRect(800 + (i * 100) + (500 * (i - 1)), -460 + (i * -120) + (20 * (i - 1)), 500, 20)
}
// ARENA //
spawn.mapRect(400, -400, 2950, 500)
spawn.mapRect(-1800, -1150, 1800, 1950)
spawn.mapRect(-1800, 1100, 780, 1800)
spawn.mapRect(-300, 1100, 1000, 1800)
//spawn.mapRect(-1800, -1450, 100, 2000)
spawn.blockDoor(-1800, 1070)
level.chain(-1000, 1120, 0, true, 18, 20)
spawn.mapRect(700, 2500, 2500, 900)
spawn.mapRect(400, 100, 200, 599)
spawn.mapRect(400, 650, 75, 250)
spawn.mapRect(525, 650, 75, 250)
spawn.mapRect(3300, 650, 75, 250)
spawn.mapRect(3425, 650, 75, 250)
spawn.mapRect(3200, 1100, 1800, 2200)
spawn.mapRect(3300, -400, 200, 1099) // STOP CHANGING THIS ONE!!!!
spawn.mapRect(3450, -400, 250, 1100)
spawn.mapRect(3650, 680, 200, 20)
spawn.mapRect(3800, -400, 1400, 1100)
spawn.mapRect(4100, 700, 100, 300)
spawn.mapRect(4900, -400, 1300, 2500)
spawn.bodyRect(4100, 1000, 100, 100)
spawn.bodyRect(-2100, 2050, 290, 30) //Portal platform
let b = body[body.length - 1];
cons[cons.length] = Constraint.create({
pointA: {
x: -1820,
y: 2065
},
bodyB: b,
pointB: {
x: -135,
y: 0
},
stiffness: 1,
length: 1
});
cons[cons.length] = Constraint.create({
pointA: {
x: -1800,
y: 1400
},
bodyB: b,
pointB: {
x: 135,
y: 0
},
stiffness: 0.005,
length: 700
});
Composite.add(engine.world, [cons[cons.length - 2], cons[cons.length - 1]]);
spawn.bodyRect(5225, -2525, 300, 75);
spawn.bodyRect(4700, -2525, 100, 75, 0.5);
spawn.bodyRect(4900, -2600, 50, 50, 0.4);
spawn.bodyRect(5050, -2475, 500, 100, 0.4);
spawn.bodyRect(2950, -950, 175, 75, 0.5);
spawn.bodyRect(3050, -1000, 75, 50, 0.3);
spawn.bodyRect(2300, -850, 75, 50, 0.7);
spawn.bodyRect(2150, -575, 100, 175, 0.6);
spawn.bodyRect(2500, -550, 400, 150, 0.2);
spawn.bodyRect(1525, -500, 225, 100, 0.2);
spawn.bodyRect(1625, -575, 100, 75);
spawn.bodyRect(1000, -475, 100, 100, 0.8);
spawn.bodyRect(1225, -450, 125, 50, 0.9);
spawn.bodyRect(525, -500, 175, 125, 0.75);
spawn.bodyRect(575, -600, 100, 75, 0.5);
spawn.bodyRect(-925, -1225, 275, 75, 0.4);
spawn.bodyRect(-1125, -1300, 200, 150, 0.7);
spawn.bodyRect(-475, -1250, 200, 100, 0.8);
spawn.bodyRect(-425, -1300, 100, 50, 0.75);
spawn.bodyRect(-1225, -1200, 100, 25, 0.45);
spawn.bodyRect(-1025, -1350, 75, 50, 0.5);
spawn.bodyRect(-450, 1025, 75, 50, 0.5);
spawn.bodyRect(-775, 1050, 50, 50, 0.6);
spawn.bodyRect(-650, 975, 75, 75, 0.2);
spawn.bodyRect(-475, 1025, 100, 50, 0.7);
spawn.bodyRect(-450, 1025, 75, 50, 0.6);
spawn.bodyRect(-800, 1050, 100, 50, 0.5);
spawn.bodyRect(-600, 950, 75, 75, 0.3);
spawn.bodyRect(-500, 1000, 75, 25, 0.2);
spawn.bodyRect(-900, 1025, 150, 50);
spawn.bodyRect(-1350, 1000, 100, 100, 0.4);
spawn.bodyRect(-1225, 1075, 100, 25);
spawn.debris(900, -1000, 2000, 16);
// MOBS //
spawn.randomSmallMob(2900, -1000)
spawn.randomSmallMob(1750, -700)
spawn.randomMob(4250, -1400)
spawn.randomMob(4800, -2400, 0.3)
spawn.randomMob(1000, 600, 0.3)
spawn.randomMob(1650, 950, 0.2)
spawn.randomMob(1300, -1250, 0)
spawn.randomMob(-600, -1250, 0.1)
spawn.randomMob(1000, -600, 0.4)
spawn.randomMob(1800, -700, 0.4)
spawn.randomMob(2200, 950, 0.2)
spawn.randomMob(-1900, 1400, 0.3)
spawn.randomMob(-750, -1000, 0.3)
spawn.randomMob(3250, 1000, 0.1)
spawn.randomMob(2000, -2800, 0.4)
spawn.randomMob(2200, -500, 0)
spawn.randomMob(1800, -450, 0.3)
spawn.randomGroup(2300, -450, 1)
spawn.randomGroup(3000, -450, 0.3)
spawn.randomGroup(6000, -2700, 0)
spawn.randomGroup(-1200, -1300, -0.3)
powerUps.addResearchToLevel()
if (simulation.difficulty > 3) {
spawn.randomLevelBoss(1900, 400, ["shieldingBoss", "shooterBoss", "launcherBoss", "streamBoss"])
} else {
exitDoor.isOpen = false;
}
spawn.secondaryBossChance(800, -800)
powerUps.spawn(4450, 1050, "heal");
if (Math.random() > (0.2 + (simulation.difficulty / 60))) {
powerUps.spawn(4500, 1050, "ammo");
powerUps.spawn(4550, 1050, "ammo");
} else {
powerUps.spawn(4500, 1050, "tech");
spawn.randomMob(4550, 1050, Infinity);
}
powerUps.spawnStartingPowerUps(3750, -940)
const W = 500;
const H = 20;
for (let i = 1; i < 5; i++) {
spawn.bodyRect(700 + (i * 100) + (W * (i - 1)), 1110, W, H, 1, spawn.propsIsNotHoldable)
let b = body[body.length - 1];
cons[cons.length] = Constraint.create({
pointA: {
x: b.position.x - (W / 2) + 50,
y: b.position.y - 1025
},
bodyB: b,
pointB: {
x: -(W / 2) + 50,
y: 0
},
stiffness: 0.002,
length: 1000
});
cons[cons.length] = Constraint.create({
pointA: {
x: b.position.x + (W / 2) - 50,
y: b.position.y - 1025
},
bodyB: b,
pointB: {
x: (W / 2) - 50,
y: 0
},
stiffness: 0.002,
length: 1000
});
Composite.add(engine.world, [cons[cons.length - 1], cons[cons.length - 2]])
}
const boost1 = level.boost(4400, -1385, 1200)
level.custom = () => {
boost1.query();
level.playerExitCheck()
buttonGreen.query()
buttonYellow.query()
buttonRed.query()
if (!buttonGreen.isUp) {
if (!g) {
Matter.Composite.remove(engine.world, cons[1])
cons.splice(1, 2)
}
g = true;
}
if (!buttonYellow.isUp) {
y = true;
}
if (!buttonRed.isUp) {
r = true;
}
if (g && y && r) {
door.isOpen = false;
} else {
door.isOpen = true;
}
door.openClose()
exitDoor.openClose()
if (m.pos.y > 1600 && 700 < m.pos.x && m.pos.x < 3200) { // Saving player from slime pit
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
Matter.Body.setPosition(player, {
x: 200,
y: 1000
});
// move bots
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], {
x: 0,
y: 0
});
}
}
m.damage(0.1 * simulation.difficultyMode)
m.energy -= 0.1 * simulation.difficultyMode
}
if (simulation.cycle >= nextBlockSpawn && body.length < 100) {
var len = body.length;
body[len] = Matter.Bodies.polygon(Math.floor(Math.random() * 1700) + 1050, 100, Math.floor(Math.random() * 11) + 10, Math.floor(Math.random() * 20) + 15)
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
Composite.add(engine.world, body[len])
nextBlockSpawn = simulation.cycle + Math.floor(Math.random() * 60 + 30)
}
if (exitDoor.isOpen) {
exitDoor.isOpen = false;
for (i = 0; i < mob.length; i++) {
if (mob[i].isBoss && 525 < mob[i].position.x < 3200 && -2500 < mob[i].position.y < 100) {
exitDoor.isOpen = true;
}
}
}
for (let i = 0, len = body.length; i < len; i++) {
if (body[i].position.x > 700 && body[i].position.x < 3200 && body[i].position.y > 1200 && !body[i].isNotHoldable) {
Matter.Body.scale(body[i], 0.99, 0.99);
if (body[i].velocity.y > 3) body[i].force.y -= 0.96 * body[i].mass * simulation.g
const slowY = (body[i].velocity.y > 0) ? Math.max(0.3, 1 - 0.0015 * body[i].velocity.y * body[i].velocity.y) : Math.max(0.98, 1 - 0.001 * Math.abs(body[i].velocity.y)) //down : up
Matter.Body.setVelocity(body[i], {
x: Math.max(0.6, 1 - 0.07 * Math.abs(body[i].velocity.x)) * body[i].velocity.x,
y: slowY * body[i].velocity.y
});
if (body[i].mass < 0.05) {
Matter.Composite.remove(engine.world, body[i])
body.splice(i, 1)
break
}
}
}
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].position.x > 700 && mob[i].position.x < 3200 && mob[i].alive && !mob[i].isShielded && mob[i].position.y > 1200) {
mobs.statusDoT(mob[i], 0.005, 30)
}
}
ctx.beginPath()
ctx.fillStyle = "#666";
ctx.arc(buttonGreen.min.x - 50, buttonGreen.min.y - 70, 20, 0, 2 * Math.PI)
ctx.fillRect(buttonGreen.min.x - 55, buttonGreen.max.y + 25, 10, -95)
ctx.fill()
ctx.beginPath()
ctx.arc(buttonYellow.min.x - 50, buttonYellow.min.y - 70, 20, 0, 2 * Math.PI)
ctx.fillRect(buttonYellow.min.x - 55, buttonYellow.max.y + 25, 10, -95)
ctx.fill()
ctx.beginPath()
ctx.arc(buttonRed.min.x - 50, buttonRed.min.y - 70, 20, 0, 2 * Math.PI)
ctx.fillRect(buttonRed.min.x - 55, buttonRed.max.y + 25, 10, -95)
ctx.fill()
ctx.beginPath()
ctx.arc(buttonGreen.min.x - 50, buttonGreen.min.y - 70, 10, 0, 2 * Math.PI)
ctx.fillStyle = (g ? `rgba(0, 255, 0, 0.9)` : `rgba(255, 0, 0, 0.9)`);
ctx.fill()
ctx.beginPath()
ctx.arc(buttonYellow.min.x - 50, buttonYellow.min.y - 70, 10, 0, 2 * Math.PI)
ctx.fillStyle = (y ? `rgba(0, 255, 0, 0.9)` : `rgba(255, 0, 0, 0.9)`);
ctx.fill()
ctx.beginPath()
ctx.arc(buttonRed.min.x - 50, buttonRed.min.y - 70, 10, 0, 2 * Math.PI)
ctx.fillStyle = (r ? `rgba(0, 255, 0, 0.9)` : `rgba(255, 0, 0, 0.9)`);
ctx.fill()
slimePit.query();
ctx.shadowColor = 'hsla(160, 100%, 50%, 1)'
ctx.shadowBlur = 100;
// slimePit.draw()
ctx.shadowBlur = 0;
ctx.shadowColor = 'rgba(0, 0, 0, 0)'
deliveryButton.query()
portal[2].query()
//portal[3].query()
portal2[2].query()
//portal2[3].query()
deliverySlime.level(deliveryButton.isUp)
topSlime.level(!r)
rotor.rotate()
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(3500, 675, 600, 450)
level.exit.draw()
level.enter.draw()
}
level.customTopLayer = () => {
topSlime.query();
deliverySlime.query()
deliverySlime2.query()
drip1.draw()
drip2.draw()
drip3.draw()
ctx.fillStyle = `rgba(68, 68, 68, ${Math.max(0.3, Math.min((4200 - m.pos.x) / 100, 0.99))})`
ctx.fillRect(4100, 650, 850, 500)
ctx.fillStyle = "rgba(0,20,40,0.1)"
ctx.fillRect(4025, -1300, 475, 300)
ctx.fillRect(3325, -1000, 375, 600)
ctx.fillRect(425, 100, 3050, 2400)
ctx.fillRect(-1775, 800, 1750, 2100)
ctx.fillStyle = "rgba(0,20,40,0.2)"
ctx.fillRect(2725, -860, 450, 460)
ctx.fillRect(2125, -760, 450, 360)
ctx.fillRect(1525, -660, 450, 260)
ctx.fillRect(925, -560, 450, 160)
ctx.fillRect(3700, -980, 100, 1200)
ctx.fillStyle = `#444`;
ctx.fillRect(465, 690, 70, 209)
ctx.fillRect(3365, 690, 70, 209)
ctx.beginPath()
ctx.arc(500, 870, 20, 0, 2 * Math.PI)
ctx.arc(500, 820, 20, 0, 2 * Math.PI)
ctx.arc(500, 770, 20, 0, 2 * Math.PI)
ctx.fillStyle = "rgba(0, 0, 0, 0.3";
ctx.fill()
ctx.beginPath()
ctx.arc(500, 870, 10, 0, 2 * Math.PI)
ctx.fillStyle = (g ? `rgba(0, 255, 0, 0.9)` : `rgba(255, 0, 0, 0.9)`);
ctx.fill()
ctx.beginPath()
ctx.arc(500, 820, 10, 0, 2 * Math.PI)
ctx.fillStyle = (y ? `rgba(0, 255, 0, 0.9)` : `rgba(255, 0, 0, 0.9)`);
ctx.fill()
ctx.beginPath()
ctx.arc(500, 770, 10, 0, 2 * Math.PI)
ctx.fillStyle = (r ? `rgba(0, 255, 0, 0.9)` : `rgba(255, 0, 0, 0.9)`);
ctx.fill()
deliveryButton.draw()
// deliverySlime.draw()
// deliverySlime2.draw()
// topSlime.draw()
buttonGreen.draw()
buttonYellow.draw()
buttonRed.draw()
portal[0].draw()
portal[2].draw()
portal2[0].draw()
portal2[2].draw()
}
},
"n-gon"() { //make by Oranger
document.body.style.backgroundColor = "#dcdcde";
let needGravity = [];
let s = { //mech statue
x: -200,
y: -2350,
angle: 0,
scale: 15,
h: { //hip
x: 12,
y: 24
},
k: { //knee
x: -30.96, //-17.38
y: 58.34, //70.49
//x2: -33.96, //x - 3
//y2: 58.34 //same as y
},
f: { //foot
x: 0,
y: 91 //112
},
fillColor: "#ccc", //white
fillColorDark: "#bbb", //25% from white
lineColor: "#999", //#333
lineColorLight: "#aaa" //#4a4a4a
}
const boost1 = level.boost(2550, 1500, 1700)
const boost2 = level.boost(-3400, -2050, 2100)
level.custom = () => {
boost1.query();
boost2.query();
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
for (let i = 0; i < needGravity.length; i++) {
needGravity[i].force.y += needGravity[i].mass * simulation.g;
}
ctx.fillStyle = "#444" //light fixtures
ctx.fillRect(2350, 995, 40, 10)
//ctx.fillRect(2280, -6005, 40, 10)
//statue
ctx.save();
ctx.translate(s.x, s.y);
//statueLeg is at the bottom, below the enemies but above the NGON function
statueLeg(-3, s.lineColorLight);
statueLeg(0, s.lineColor);
//head
ctx.rotate(s.angle);
ctx.beginPath();
ctx.arc(0, 0, 30 * s.scale, 0, 2 * Math.PI);
let grd = ctx.createLinearGradient(-30 * s.scale, 0, 30 * s.scale, 0);
grd.addColorStop(0, s.fillColorDark);
grd.addColorStop(1, s.fillColor);
ctx.fillStyle = grd;
ctx.fill();
ctx.arc(15 * s.scale, 0, 4 * s.scale, 0, 2 * Math.PI);
ctx.strokeStyle = s.lineColor;
ctx.lineWidth = 2 * s.scale;
ctx.stroke();
ctx.restore();
};
level.customTopLayer = () => {
//boost chute for lack of a better name
ctx.fillStyle = "rgba(60,60,60,0.9)";
ctx.fillRect(-3451, -4000, 202, 1500);
ctx.fillRect(2499, -170, 202, 1170);
ctx.fillStyle = "rgba(0,0,0,0.2)";
ctx.beginPath(); //basement
ctx.moveTo(2360, 1000);
ctx.lineTo(2120, 900);
ctx.lineTo(1500, 900);
ctx.lineTo(1500, 1500);
ctx.lineTo(3000, 1500);
ctx.lineTo(3000, 1000);
ctx.lineTo(2380, 1000);
ctx.lineTo(2870, 1500);
ctx.lineTo(1870, 1500);
ctx.lineTo(2360, 1000);
ctx.fill();
// ctx.beginPath(); //exit
// ctx.moveTo(1600, -6000);
// ctx.lineTo(1600, -5000);
// ctx.lineTo(3000, -5000);
// ctx.lineTo(3000, -6000);
// ctx.lineTo(2310, -6000);
// ctx.lineTo(2600, -5000);
// ctx.lineTo(2000, -5000);
// ctx.lineTo(2290, -6000);
// ctx.lineTo(1600, -6000);
// ctx.fill();
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fillRect(1600, -1000, 1400, 830);
ctx.fillRect(1600, -170, 520, 170);
ctx.fillRect(-1300, -200, 2200, 200); //statue base
ctx.fillRect(-800, -400, 1200, 200);
ctx.fillRect(-500, -700, 600, 300);
//ctx.fillRect(-4000, -6000, 2000, 1000); //left side
ctx.fillRect(-4000, -2500, 2000, 2500);
};
level.setPosToSpawn(1810, 1450);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 2700;
level.exit.y = -4030;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 3500
simulation.zoomTransition(level.defaultZoom)
// powerUps.spawnStartingPowerUps(1475, -1175);
spawn.debris(2750, 1500, 200, 4); //16 debris per level
spawn.debris(1770, -350, 120, 4); //16 debris per level
spawn.debris(-3200, 0, 1000, 6); //16 debris per level
//boundaries
spawn.mapRect(-4100, 1500, 7200, 100); //base floor
spawn.mapRect(3000, -4000, 100, 5600); //right barrier
spawn.mapRect(-4100, -4000, 100, 5600); //left barrier
//spawn.mapRect(1600, -10000, 1500, 4000); //upper right wall
//spawn.mapRect(-4100, -10000, 2100, 4000); //upper left wall
spawn.mapRect(1600, -4000, 1500, 3000); //right wall
spawn.mapRect(-4100, 0, 5600, 1550); //floor
//starting room
spawn.mapRect(1500, 0, 700, 900);
spawn.mapRect(2120, -170, 380, 1170);
spawn.mapRect(2700, -170, 400, 1170);
//spawn.mapVertex(2296, 400, "0 0 0 1200 300 1200 400 0");
//spawn.mapVertex(2904, 400, "0 0 0 1200 -300 1200 -400 0");
//left area
spawn.mapRect(-3500, -300, 300, 400); //floor 1
spawn.mapRect(-3900, -600, 300, 100);
spawn.mapRect(-3500, -900, 300, 100);
spawn.mapRect(-3100, -1150, 1000, 150); //floor 2
spawn.mapRect(-2200, -2600, 200, 1600);
spawn.mapRect(-2700, -1450, 300, 100);
spawn.mapRect(-3100, -1750, 300, 100);
spawn.mapRect(-3500, -2050, 300, 100);
spawn.mapRect(-4100, -4000, 650, 1500); //floor 3
spawn.mapRect(-3250, -4000, 1250, 1500);
//statue base
spawn.mapRect(-700, -900, 1000, 200); //top
//left
spawn.mapRect(-700, -900, 200, 500);
spawn.mapRect(-1000, -600, 500, 200);
spawn.mapRect(-1000, -600, 200, 400);
spawn.mapRect(-1300, -300, 500, 100);
//right
spawn.mapRect(100, -900, 200, 500);
spawn.mapRect(100, -600, 500, 200);
spawn.mapRect(400, -600, 200, 400);
spawn.mapRect(400, -300, 500, 100);
hangingNGON(-1900, -4000, 1, 1000, 1, false, {
density: 0.001, //default density is 0.001
friction: 0.0001,
frictionAir: 0.001,
frictionStatic: 0,
restitution: 0,
isNotHoldable: true
});
hangingNGON(1900, -4600, 0.2, 300, 0.0005, false, {
density: 0.00005, //default density is 0.001
friction: 0.0001,
frictionAir: 0.003,
frictionStatic: 0,
restitution: 1,
isNotHoldable: true
});
// // Never gonna give you up
// spawn.bodyRect(-8000, -10100, 15, 100);
// // Never gonna let you down
// spawn.bodyRect(-7915, -10100, 15, 100);
// // Never gonna run around and desert you
// body[body.length] = Bodies.polygon(-7950, -10025, 0, 25, { //circle
// friction: 0.05,
// frictionAir: 0.001
// });
// // Never gonna make you cry
// spawn.bodyRect(6985, -10100, 15, 100);
// // Never gonna say goodbye
// spawn.bodyRect(6900, -10100, 15, 100);
// // Never gonna tell a lie and hurt you
// body[body.length] = Bodies.polygon(6950, -10025, 0, 25, { //circle
// friction: 0.05,
// frictionAir: 0.001
// });
//pile of blocks
spawn.bodyRect(1920, -400, 200, 400)
spawn.bodyRect(1720, -250, 200, 250)
spawn.bodyRect(1770, -300, 150, 50)
spawn.bodyRect(2120, -280, 100, 100)
spawn.bodyRect(1990, -500, 100, 100)
//doors under statue
spawn.bodyRect(850, -50, 50, 50)
spawn.bodyRect(850, -100, 50, 50)
spawn.bodyRect(850, -150, 50, 50)
spawn.bodyRect(850, -200, 50, 50)
spawn.bodyRect(-1300, -50, 50, 50)
spawn.bodyRect(-1300, -100, 50, 50)
spawn.bodyRect(-1300, -150, 50, 50)
spawn.bodyRect(-1300, -200, 50, 50)
// on the statue base
spawn.randomMob(700 + Math.random() * 100, -500 + Math.random() * 100, 1);
spawn.randomMob(400 + Math.random() * 100, -800 + Math.random() * 100, 0.4);
spawn.randomMob(100 + Math.random() * 100, -1100 + Math.random() * 100, -0.2);
spawn.randomGroup(-200, -1400, -0.4);
spawn.randomMob(-600 + Math.random() * 100, -1100 + Math.random() * 100, -0.2);
spawn.randomMob(-900 + Math.random() * 100, -800 + Math.random() * 100, 0.4);
spawn.randomMob(-1200 + Math.random() * 100, -500 + Math.random() * 100, 1);
//in the statue base
spawn.randomSmallMob(400 + Math.random() * 300, -150 + Math.random() * 100, 0.2);
spawn.randomSmallMob(-1100 + Math.random() * 300, -150 + Math.random() * 100, 0.2);
//bottom left
spawn.randomMob(-2600 + Math.random() * 300, -700 + Math.random() * 300, 0.6);
spawn.randomSmallMob(-3000 + Math.random() * 300, -400 + Math.random() * 300, 0.2);
spawn.randomSmallMob(-3000 + Math.random() * 300, -400 + Math.random() * 300, 0);
spawn.randomMob(-3900 + Math.random() * 100, -200 + Math.random() * 100, 0.6);
spawn.randomMob(-3400 + Math.random() * 100, -400, 0.4);
spawn.randomSmallMob(-3800 + Math.random() * 100, -700, -0.4);
spawn.randomMob(-3400 + Math.random() * 100, -1000, 0.6);
spawn.randomMob(-3000 + Math.random() * 100, -1850, 0);
spawn.randomGroup(-2700, -2000, 0.4);
//top left
spawn.randomSmallMob(-3800, -5800, -0.2);
spawn.randomSmallMob(-2400, -5200, 0.2);
//top right
spawn.randomGroup(2000, -5700, 0.6);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss", "growBossCulture"];
let abc = Math.random();
if (simulation.difficulty > 3) {
if (abc < 0.6) {
spawn.randomLevelBoss(-1500 + Math.random() * 250, -1100 + Math.random() * 200, bosses);
} else if (abc < 0.85) {
spawn.laserBoss(-350 + Math.random() * 300, -600 + Math.random() * 200);
} else {
spawn.randomLevelBoss(850 + Math.random() * 250, -1100 + Math.random() * 200, bosses);
}
}
spawn.secondaryBossChance(850 + Math.random() * 250, -1100 + Math.random() * 200)
//draw leg for statue
function statueLeg(shift, color) {
ctx.save();
ctx.translate(shift, shift);
//front leg
let stroke = color;
ctx.beginPath();
ctx.moveTo((s.h.x + shift) * s.scale, (s.h.y + shift) * s.scale);
ctx.lineTo((s.k.x + 2 * shift) * s.scale, (s.k.y + shift) * s.scale);
ctx.lineTo((s.f.x + shift) * s.scale, (s.f.y + shift) * s.scale);
ctx.strokeStyle = stroke;
ctx.lineWidth = 7 * s.scale;
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo((s.f.x + shift) * s.scale, (s.f.y + shift) * s.scale);
ctx.lineTo((s.f.x - 15 + shift) * s.scale, (s.f.y + 5 + shift) * s.scale);
ctx.moveTo((s.f.x + shift) * s.scale, (s.f.y + shift) * s.scale);
ctx.lineTo((s.f.x + 15 + shift) * s.scale, (s.f.y + 5 + shift) * s.scale);
ctx.lineWidth = 4 * s.scale;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc((s.h.x + shift) * s.scale, (s.h.y + shift) * s.scale, 11 * s.scale, 0, 2 * Math.PI);
//knee joint
ctx.moveTo((s.k.x + 7 + 2 * shift) * s.scale, (s.k.y + shift) * s.scale);
ctx.arc((s.k.x + 2 * shift) * s.scale, (s.k.y + shift) * s.scale, 7 * s.scale, 0, 2 * Math.PI);
//foot joint
ctx.moveTo((s.f.x + 6 + shift) * s.scale, (s.f.y + shift) * s.scale);
ctx.arc((s.f.x + shift) * s.scale, (s.f.y + shift) * s.scale, 6 * s.scale, 0, 2 * Math.PI);
ctx.fillStyle = s.fillColor;
ctx.fill();
ctx.lineWidth = 2 * s.scale;
ctx.stroke();
ctx.restore();
}
// | | | | |
// n - g o n
//when s = 1 (scale), it's 3408 long and 800 tall (height of g)
function hangingNGON(x, y, s, height, stiffness, pin, properties) {
//makes a compound part of 3 bodyVertex parts
function compound3Parts(x1, y1, v1, x2, y2, v2, x3, y3, v3, properties) {
const part1 = Matter.Bodies.fromVertices(x1, y1, Vertices.fromPath(v1), properties);
const part2 = Matter.Bodies.fromVertices(x2, y2, Vertices.fromPath(v2), properties);
const part3 = Matter.Bodies.fromVertices(x3, y3, Vertices.fromPath(v3), properties);
const compoundParts = Body.create({
parts: [part1, part2, part3],
});
Composite.add(engine.world, [compoundParts]);
needGravity[needGravity.length] = compoundParts;
composite[composite.length] = compoundParts;
body[body.length] = part1;
body[body.length] = part2;
body[body.length] = part3;
setTimeout(function() {
compoundParts.collisionFilter.category = cat.body;
compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
}
//for attaching the block to a point
function addConstraint(x, y, px, py, stiff, body, pin = false) {
if (pin) {
map[map.length] = Bodies.polygon(x, y, 0, 15); //circle above
}
cons[cons.length] = Constraint.create({
pointA: {
x: x,
y: y
},
bodyB: body,
pointB: {
x: px,
y: py
},
stiffness: stiff
});
Composite.add(engine.world, cons[cons.length - 1]);
}
//I SINCERELY APOLOGIZE FOR THE ILLEGIBLE BLOCKS OF STRING CONCATENATION
//s is scale
//n
compound3Parts(
x + 100 * s,
y + 310 * s,
("0 0 " + 200 * s + " 0 " + 200 * s + " " + 620 * s + " 0 " + 620 * s),
x + 300 * s,
y + 160 * s,
(200 * s + " " + 40 * s + " " + 400 * s + " " + 40 * s + " " + 400 * s + " " + 280 * s + " " + 200 * s + " " + 280 * s),
x + 499 * s,
y + 333.3 * s,
(400 * s + " " + 40 * s + " " + 540 * s + " " + 40 * s + " " + 600 * s + " " + 100 * s + " " + 600 * s + " " + 620 * s + " " + 400 * s + " " + 620 * s + " " + 400 * s + " " + 280 * s),
properties
);
addConstraint(x + 300 * s, y - height, 0, -10 * s, stiffness, composite[composite.length - 1], pin);
//-
spawn.bodyRect(x + 800 * s, y + 250 * s, 200 * s, 100 * s, 1, properties);
body[body.length - 1].frictionAir = 0.05 //friction to make jump easier
addConstraint(x + 900 * s, y - height, 0, -30 * s, stiffness, body[body.length - 1], pin);
//g
compound3Parts(
x + 1400 * s,
y + 300 * s,
("0 0 " + 250 * s + " 0 " + 425 * s + " " + 175 * s + " " + 425 * s + " " + 450 * s + " " + 275 * s + " " + 600 * s + " 0 " + 600 * s + " " + -175 * s + " " + 425 * s + " " + -175 * s + " " + 175 * s),
x + 1636 * s,
y + 633 * s,
(425 * s + " " + 450 * s + " " + 425 * s + " " + 750 * s + " " + 375 * s + " " + 800 * s + " " + 275 * s + " " + 675 * s + " " + 275 * s + " " + 600 * s),
x + 1398 * s,
y + 737 * s,
(375 * s + " " + 800 * s + " " + -75 * s + " " + 800 * s + " " + -75 * s + " " + 675 * s + " " + 275 * s + " " + 675 * s),
properties
);
addConstraint(x + 1500 * s, y - height, 0, -15 * s, stiffness, composite[composite.length - 1], pin);
//o
spawn.bodyVertex(
x + 2300 * s,
y + 300 * s,
("0 0 " + 250 * s + " 0 " + 425 * s + " " + 175 * s + " " + 425 * s + " " + 425 * s + " " + 250 * s + " " + 600 * s + " 0 " + 600 * s + " " + -175 * s + " " + 425 * s + " " + -175 * s + " " + 175 * s),
properties
);
addConstraint(x + 2300 * s, y - height, 0, -10 * s, stiffness, body[body.length - 1], pin);
//n
compound3Parts(
x + 2900 * s,
y + 310 * s,
("0 0 " + 200 * s + " 0 " + 200 * s + " " + 620 * s + " 0 " + 620 * s),
x + 3100 * s,
y + 160 * s,
(200 * s + " " + 40 * s + " " + 400 * s + " " + 40 * s + " " + 400 * s + " " + 280 * s + " " + 200 * s + " " + 280 * s),
x + 3300 * s,
y + 333.3 * s,
(400 * s + " " + 40 * s + " " + 540 * s + " " + 40 * s + " " + 600 * s + " " + 100 * s + " " + 600 * s + " " + 620 * s + " " + 400 * s + " " + 620 * s + " " + 400 * s + " " + 280 * s),
properties
);
addConstraint(x + 3100 * s, y - height, 0, -10 * s, stiffness, composite[composite.length - 1], pin);
}
},
tunnel() { // by Scarlettt
level.custom = () => {
level.playerExitCheck();
//enter
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 = "#013";
ctx.fill();
//exit
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 = "#9ff";
ctx.fill();
// hiding rooms in path to second floor
ctx.fillStyle = "#322";
ctx.fillRect(3750, -1650, 3500, 350);
// prevent the user from getting into the secreter room without defeating all mobs
if (m.pos.x > 1500 && m.pos.x < 2500 && m.pos.y > -4000 && m.pos.y < -3500 && mob.reduce((a, i) => {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated) {
Matter.Body.setPosition(player, {
x: 2800,
y: m.pos.y
});
}
button.query();
isButtonTapped = isButtonTapped || !button.isUp;
hazard.level(!isButtonTapped);
if (Matter.Query.region([player], hazard).length) m.energy -= 0.001;
buttonSec.query();
buttonSec.draw();
if (!buttonSec.isUp && !hasSecretButton) {
for (var i = 0; i < 5; i++) {
powerUps.spawn(3614, -3700, "ammo");
}
hasSecretButton = true;
}
buttonThird.query();
buttonThird.draw();
if (!buttonThird.isUp && !hasSecretButton2) {
for (var i = 0; i < 4; i++) powerUps.spawn(1614, -3700, "research");
hasSecretButton2 = true;
}
if (!buttonSec.isUp) {
secretAnimTrans += 2;
secretAnimTime = 1;
secretAnimTrans = Math.max(0, Math.min(secretAnimTrans, 60));
} else {
secretAnimTrans--;
if (secretAnimTime) secretAnimTrans += 3;
secretAnimTrans = Math.min(60, Math.max(secretAnimTrans, 0));
}
if (secretAnimTime > 0) {
secretAnimTime++;
if (secretAnimTime > 150) secretAnimTime = 0;
}
if (emergencyActivated || !buttonThird.isUp) {
secretAnimTrans2 += 2;
secretAnimTime2 = 1;
secretAnimTrans2 = Math.max(0, Math.min(secretAnimTrans2, 60));
} else {
secretAnimTrans2--;
if (secretAnimTime2) secretAnimTrans2 += 3;
secretAnimTrans2 = Math.min(60, Math.max(secretAnimTrans2, 0));
}
if (secretAnimTime2 > 0) {
secretAnimTime2++;
if (secretAnimTime2 > 150) secretAnimTime2 = 0;
}
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 200, 0, 2 * Math.PI);
ctx.fillStyle = "#ff25";
ctx.fill();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 400, 0, 2 * Math.PI);
ctx.fillStyle = "#ff22";
ctx.fill();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 700, 0, 2 * Math.PI);
ctx.fillStyle = "#ff21";
ctx.fill();
elevator.move();
elevator.drawTrack();
};
level.customTopLayer = () => {
hazard.query();
secretHazard.level(emergencyActivated);
secretHazard.query();
button.draw();
// Fire damage
let isInRange = flames.reduce((a, i) => a || Math.sqrt((m.pos.x - i[0]) * (m.pos.x - i[0]) + (m.pos.y + 90 - i[1]) * (m.pos.y + 90 - i[1])) < 50, false);
if (isInRange) {
fireDmgLevel++;
fireDmgLevel = Math.min(fireDmgLevel, 100);
} else {
fireDmgLevel--;
fireDmgLevel = Math.max(fireDmgLevel, -8);
}
if (fireDmgLevel > -8) {
ctx.fillStyle = "#fa0b";
ctx.fillRect(m.pos.x - 50, m.pos.y - 100, Math.min(fireDmgLevel * 12.5 + 100, 100), 15);
}
if (fireDmgLevel > 0) {
ctx.fillStyle = "#f00c";
ctx.fillRect(m.pos.x - 50, m.pos.y - 100, fireDmgLevel, 15);
m.damage(0.001 * (1.5 * isInRange + 1));
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 + 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 + 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 + 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 - 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 - 1);
drawFlame(m.pos.x, m.pos.y + 90, "#d40", Math.PI / 2 - 1);
drawFlame(m.pos.x, m.pos.y + 90, "#f70", Math.PI / 2);
drawFlame(m.pos.x, m.pos.y + 90, "#f70", Math.PI / 2);
drawFlame(m.pos.x, m.pos.y + 90, "#f70", Math.PI / 2);
}
for (let j = 0; j < 5; j++) {
drawFlame(1130 + j * 10, -1700)
for (let i = 0; i < 7; i++) drawFlame(2550 + i * 200, -2800);
for (let i = 0; i < 10; i++) drawFlame(2800 + i * 500, -1650);
for (let i = 0; i < 9; i++) drawFlame(1595 + i * 95, -3860);
drawFlame(4850, -1300);
drawFlame(6350, -1300);
}
ctx.fillStyle = "#541";
for (let i = 0; i < 9; i++) {
ctx.fillRect(1592 + i * 95, -3860, 6, 70);
}
if (m.pos.x > 1500 && m.pos.x < 3750 && m.pos.y > -5000 && m.pos.y < -3300) {
secretRoomTrans -= 5;
secretRoomTrans = Math.max(secretRoomTrans, 85);
} else {
secretRoomTrans += 5;
secretRoomTrans = Math.min(secretRoomTrans, 250);
}
let hasMob = mob.reduce((a, i) => {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated;
door.isOpen = hasMob;
door.openClose();
ctx.fillStyle = "#444444" + secretRoomTrans.toString(16);
ctx.fillRect(1480, -5000, 2270, 1710);
if (hasMob) {
ctx.fillStyle = "#444";
ctx.fillRect(1480, -5000, 1070, 1710);
}
if (secretAnimTrans > 0) {
drawProject([3614, -3530], [2900, -3900], [3400, -3600], secretAnimTrans, 60);
if (secretAnimTrans >= 42) {
ctx.font = "27px monospace";
ctx.textAlign = "start"
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans - 40) * 12.75).toString(16);
ctx.fillText("Waste Discharge Interruption:", 2910, -3870);
ctx.fillText("Owner 'Scarlet' not found", 2910, -3830);
ctx.fillText("Detected user: 'm'", 2910, -3790);
ctx.fillStyle = (hasMob ? "#ff6644" : "#ffff44") + Math.floor((secretAnimTrans - 40) * 12.75).toString(16);
ctx.fillText(hasMob ? "AREA HAS MOBS." : "Area clear.", 2910, -3710);
ctx.fillText(hasMob ? "'openDoor' failed." : "'openDoor' complete.", 2910, -3670);
ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans - 40) * 6).toString(16);
ctx.beginPath();
ctx.arc(3300, -3730, 60, 0, 2 * Math.PI);
ctx.stroke();
ctx.arc(3330, -3730, 8, 0, 2 * Math.PI);
ctx.lineWidth = 4;
ctx.stroke();
ctx.textAlign = "center";
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans - 40) * 12.75).toString(16);
ctx.font = "30px monospace";
ctx.fillText("n-gon inc", 3300, -3630);
ctx.font = "25px Arial";
}
}
if (secretAnimTrans2 > 0) {
drawProject([1614, -3530], [2050, -3900], [1550, -3600], secretAnimTrans2, 60);
if (secretAnimTrans2 >= 42) {
ctx.font = "27px monospace";
ctx.textAlign = "start";
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
ctx.fillText("SECURITY BREACH DETECTED", 1560, -3870);
ctx.fillText("Entity name: m", 1560, -3830);
ctx.fillStyle = (tech.totalCount < 25 ? (tech.totalCount < 10 ? "#ffff44" : "#22ff22") : "#ff6644") + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
ctx.fillText("Threat level: " + (tech.totalCount < 25 ? (tech.totalCount < 10 ? "Low" : "Medium") : "HIGH"), 1560, -3790);
if (tech.totalCount >= 15) ctx.fillText("PROCEDURE ACTIVATED", 1560, -3750);
ctx.strokeStyle = "#00ff00" + Math.floor((secretAnimTrans2 - 40) * 6).toString(16);
ctx.beginPath();
ctx.arc(1950, -3730, 60, 0, 2 * Math.PI);
ctx.stroke();
ctx.arc(1980, -3730, 8, 0, 2 * Math.PI);
ctx.lineWidth = 4;
ctx.stroke();
ctx.textAlign = "center";
ctx.fillStyle = "#00ffff" + Math.floor((secretAnimTrans2 - 40) * 12.75).toString(16);
ctx.font = "30px monospace";
ctx.fillText("n-gon inc", 1950, -3630);
ctx.font = "25px Arial";
if (secretAnimTrans2 >= 60) {
if (!emergencyActivated && tech.totalCount >= 10) {
for (let i = 0; i < 5; i++) {
spawn.exploder(1614, -3900);
if (tech.totalCount >= 25) spawn.randomMob(1614, -3900, Infinity);
}
emergencyActivated = true;
}
}
}
}
};
level.setPosToSpawn(0, -50); //normal spawn
level.exit.x = 8500;
level.exit.y = 680;
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#123";
// powerUps.spawnStartingPowerUps(1475, -1175);
// spawn.debris(750, -2200, 3700, 16); //16 debris per level
// spawn blocks
spawn.mapRect(-100, 0, 1050, 100);
spawn.mapRect(900, -300, 50, 300);
spawn.mapRect(700, -300, 50, 200);
// first room
spawn.mapRect(-100, -350, 850, 50);
spawn.mapRect(900, -350, 850, 50);
spawn.mapRect(-100, -1550, 50, 1200);
spawn.mapRect(1700, -1550, 50, 1200);
spawn.mapRect(-100, -1550, 850, 50);
spawn.mapRect(900, -1550, 850, 50);
spawn.bodyRect(700, -400, 50, 50);
spawn.bodyRect(900, -400, 50, 50);
spawn.mapRect(500, -650, 650, 25);
spawn.mapRect(200, -1000, 200, 25);
spawn.mapRect(1250, -1000, 200, 25);
spawn.mapRect(600, -1300, 450, 25);
spawn.mapRect(700, -1650, 50, 100);
spawn.mapRect(900, -1650, 50, 100);
// pathway to second room
spawn.mapRect(950, -1650, 3050, 50);
spawn.mapRect(1100, -1700, 100, 50);
// second room
spawn.mapRect(0, -5000, 1500, 3000);
spawn.mapRect(1500, -2050, 300, 50);
spawn.mapRect(2000, -3100, 300, 1100);
spawn.mapRect(1500, -5000, 2250, 1000);
spawn.mapRect(1500, -3500, 1050, 225);
spawn.mapRect(4000, -5000, 500, 3000);
spawn.mapRect(3748, -5000, 252, 1550);
spawn.mapRect(1700, -2400, 300, 50);
spawn.mapRect(1500, -2750, 300, 50);
spawn.mapRect(2300, -3000, 1700, 50);
spawn.mapRect(2300, -2800, 1700, 800);
spawn.mapRect(2450, -3300, 1300, 100);
// secret room in second room
spawn.mapRect(2700, -3500, 1050, 50);
spawn.mapRect(2549, -5000, 1201, 1000);
const buttonSec = level.button(3550, -3500);
const buttonThird = level.button(1550, -3500);
let hasSecretButton = false,
hasSecretButton2 = false,
secretAnimTrans = 0,
secretAnimTime = 0,
secretAnimTrans2 = 0,
secretAnimTime2 = 0;
let emergencyActivated = false;
const door = level.door(2450, -4000, 100, 500, 490);
const secretHazard = level.hazard(1500, -4000, 1000, 510, 0.01);
// hazards
const button = level.button(3800, -3000);
const hazard = level.hazard(2300, -3090, 1700, 110, 0.005);
let isButtonTapped = false;
if (b.inventory.length < 5) powerUps.spawn(3800, -3200, "gun");
powerUps.spawn(3900, -3100, "heal", true, null, 30);
powerUps.spawn(3900, -3100, "heal", true, null, 30);
// path to the third room
spawn.mapRect(2000, -1850, 50, 200);
spawn.mapRect(2200, -2000, 50, 200);
spawn.mapRect(2400, -1850, 50, 200);
spawn.mapRect(4200, -1650, 1300, 50);
spawn.mapRect(5700, -1650, 1300, 50);
spawn.mapRect(7200, -1650, 750, 50);
spawn.mapRect(3700, -1600, 50, 350);
spawn.mapRect(7250, -1600, 50, 350);
spawn.mapRect(3750, -1300, 3500, 50);
spawn.mapRect(4500, -2150, 3550, 50)
// third room
spawn.mapRect(7900, -1600, 50, 1000);
spawn.mapRect(8050, -3000, 50, 2400);
spawn.mapRect(7000, -600, 950, 50);
spawn.mapRect(8050, -600, 950, 50);
spawn.mapRect(7000, -600, 50, 1000);
spawn.mapRect(8950, -600, 50, 1000);
spawn.mapRect(7000, 400, 950, 50);
spawn.mapRect(8050, 400, 950, 50);
spawn.mapRect(7900, 400, 50, 300);
spawn.mapRect(7900, 700, 1000, 50);
const elevator = level.elevator(7962.5, 500, 75, 50, -1800)
// fire damage
const flames = [];
flames.push([1150, -1700], [1150, -1770]);
for (let i = 0; i < 10; i++) flames.push([2800 + i * 500, -1650], [2800 + i * 500, -1720]);
flames.push([4850, -1300], [6350, -1300], [4850, -1370], [6350, -1370]);
let fireDmgLevel = -8;
let secretRoomTrans = 250;
// mobs
let mobList1 = [
[500, -750],
[1150, -750],
[825, -1100],
[300, -1100],
[1350, -1100]
];
while (mobList1.length > 5 - Math.sqrt(simulation.difficulty * 2.5) && mobList1.length) {
let rand = Math.floor(Math.random() * mobList1.length);
spawn[["hopper", "sneaker", "striker"][Math.floor(Math.random() * 3)]](mobList1[rand][0], mobList1[rand][1], 60 + Math.random() * 10);
mobList1.splice(rand, 1);
}
let hasLaser = spawn.pickList.includes("laser");
if (hasLaser) spawn.pickList.splice(spawn.pickList.indexOf("laser"), 1);
let mobList2 = [
[50, -1400],
[1600, -450],
[50, -450],
[1600, -1400]
];
for (let i = 0; i < 10; i++) mobList2.push([2800 + i * 500, -1800]);
while (mobList2.length && mob.length < -1 + 16 * Math.log10(simulation.difficulty + 1)) {
let rand = Math.floor(Math.random() * mobList2.length);
spawn.randomMob(...mobList2[rand]);
mobList2.splice(rand, 1);
}
let groupList = ["spawn.randomGroup(8250, 575);",
`spawn.randomGroup(3200, -3700);
if (simulation.difficulty > 15)
spawn.randomGroup(3500, -3700, 0.3);`,
"spawn.randomGroup(7800, -1800, 0.5);"
];
while (groupList.length > 0) {
let ind = Math.floor(Math.random() * groupList.length);
Function(groupList[ind])();
groupList.splice(ind, 1);
}
if (hasLaser) spawn.pickList.push("laser");
spawn.shieldingBoss(3900, -3200, 70);
let randomBoss = Math.floor(Math.random() * 2);
if (simulation.difficulty > 5) spawn[["shooterBoss", "launcherBoss"][randomBoss]](7500, -150);
else spawn[["shooter", "launcher"][randomBoss]](7500, -150, 150);
spawn[["shooter", "launcher"][randomBoss]](8500, -150, 150);
// canvas stuff
function drawFlame(x, y, color = "#f81", angle = Math.PI / 2) {
ctx.beginPath();
ctx.moveTo(x, y);
ctx.strokeStyle = color;
ctx.lineWidth = 3;
for (let i = 0; i < 3; i++) {
let randAng = (Math.random() - 0.5) * 2 + angle;
randLen = 30 + Math.random() * 10;
x = x + Math.cos(randAng) * randLen;
y = y - Math.sin(randAng) * randLen;
ctx.lineTo(x, y);
}
ctx.stroke();
}
function drawProject(startPos, endPos1, endPos2, tValue, tValueM) {
ctx.strokeStyle = "#003";
ctx.fillStyle = "#0055aa" + ('0' + (tValue * 60 / tValueM).toString(16)).slice(-2);
let inter = (tValueM - tValue) / tValueM;
let endpos1i = endPos1.map((i, j) => (startPos[j] - i) * inter),
endpos2i = endPos2.map((i, j) => (startPos[j] - i) * inter);
ctx.beginPath();
ctx.moveTo(endPos1[0] + endpos1i[0], endPos1[1] + endpos1i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos2[0] + endpos2i[0], endPos1[1] + endpos1i[1]);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(endPos1[0] + endpos1i[0], endPos1[1] + endpos1i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos1[0] + endpos1i[0], endPos2[1] + endpos2i[1]);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(endPos1[0] + endpos1i[0], endPos2[1] + endpos2i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos2[0] + endpos2i[0], endPos2[1] + endpos2i[1]);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(endPos2[0] + endpos2i[0], endPos2[1] + endpos2i[1]);
ctx.lineTo(...startPos);
ctx.lineTo(endPos2[0] + endpos2i[0], endPos1[1] + endpos1i[1]);
ctx.fill();
ctx.stroke();
if (tValue >= tValueM * 2 / 3) {
ctx.fillStyle = "#0055aa" + ('0' + Math.floor((tValue - tValueM * 2 / 3) * 6.25 * 60 / tValueM).toString(16)).slice(-2);
ctx.strokeStyle = "#000033" + ('0' + Math.floor((tValue - tValueM * 2 / 3) * 12.75 * 60 / tValueM).toString(16)).slice(-2);
ctx.fillRect(endPos1[0], endPos1[1], endPos2[0] - endPos1[0], endPos2[1] - endPos1[1]);
ctx.shadowColor = "#00aaaa" + ('0' + Math.floor((tValue - tValueM * 2 / 3) * 12.75 * 60 / tValueM).toString(16)).slice(-2);
ctx.shadowBlur = 10;
ctx.strokeRect(endPos1[0], endPos1[1], endPos2[0] - endPos1[0], endPos2[1] - endPos1[1]);
ctx.shadowBlur = 0;
ctx.shadowColor = "#0000";
}
}
}
};