Files
n-gon-improved/js/level.js
landgreen d7ab196dc3 final boss
missile moves slightly differently
  it used to slow when locked on to a target
  now it slows when turning
missiles explode when near any mob

wormhole mod: cosmic string - now stuns mobs and applies radiation damage
mod time dilation:  - quadruple your default energy regeneration

added final boss level, it's still in progress so I'd love some feedback
also the game loops back to the intro level after the boss
  I'll be working on the ending in the next patch, so the intro level is just a placeholder
2020-11-01 18:31:25 -08:00

4497 lines
176 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,
bossKilled: false,
levels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// level.difficultyIncrease(8)
// game.enableConstructMode() //used to build maps in testing mode
// game.zoomScale = 1000;
// game.setZoom();
// mech.isCloak = true;
// mech.setField("wormhole")
// b.giveGuns("grenades")
// for (let i = 0; i < 10; i++) {
// mod.giveMod("laser-bot");
// }
// mod.giveMod("cardinality")
level.intro(); //starting level
// level.finalBoss() //final boss level
// level.gauntlet(); //before final boss level
// level.testing(); //not in rotation
// level.template() //not in rotation
// level.testChamber() //less mobs, more puzzle
// level.sewers();
// level.satellite();
// level.skyscrapers();
// level.aerie();
// level.rooftops();
// level.warehouse();
// level.highrise();
// level.office();
// level.gauntlet(); //only fighting, very simple map
// level.house() //fan level
// level.detours() //fan level
// level.basement(); //fan level
// level.stronghold() //fan level
} 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 (!game.isCheating) {
localSettings.runCount += level.levelsCleared //track the number of total runs locally
localSettings.levelsClearedLastGame = level.levelsCleared
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
}
level.levelAnnounce();
game.noCameraScroll();
game.setZoom();
level.addToWorld(); //add bodies to game engine
game.draw.setPaths();
b.respawnBots();
if (mod.isArmorFromPowerUps) {
mod.armorFromPowerUps += 0.05 * powerUps.totalPowerUps
mech.setMaxHealth();
if (powerUps.totalPowerUps) game.makeTextLog("<span style='font-size:115%;'> max health increased by " + (0.05 * powerUps.totalPowerUps * 100).toFixed(0) + "%</span>", 300)
}
if (mod.isHealLowHealth) {
const len = Math.floor((mech.maxHealth - mech.health) / 0.5)
for (let i = 0; i < len; i++) {
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "heal", false);
}
}
if (mod.isGunCycle) {
b.inventoryGun++;
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
game.switchGun();
}
},
custom() {},
customTopLayer() {},
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
testing() {
const button = level.button(200, -700)
level.custom = () => {
button.query();
button.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -750); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
level.exit.y = -230;
// level.difficultyIncrease(14); //hard mode level 7
spawn.setSpawnList();
spawn.setSpawnList();
level.defaultZoom = 1500
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ddd";
// game.draw.mapFill = "#444"
// game.draw.bodyFill = "rgba(140,140,140,0.85)"
// game.draw.bodyStroke = "#222"
level.fill.push({
x: 6400,
y: -550,
width: 300,
height: 350,
color: "rgba(0,255,255,0.1)"
});
// level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
// powerUps.spawnStartingPowerUps(600, -800);
powerUps.spawn(550, -800, "reroll", false);
function blockDoor(x, y, blockSize = 58) {
spawn.mapRect(x, y - 290, 40, 60); // door lip
spawn.mapRect(x, y, 40, 50); // door lip
for (let i = 0; i < 4; ++i) {
spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
}
}
blockDoor(710, -710);
spawn.mapRect(2500, -1200, 200, 750); //right wall
blockDoor(2585, -210)
spawn.mapRect(2500, -200, 200, 300); //right wall
spawn.mapRect(4500, -1200, 200, 650); //right wall
blockDoor(4585, -310)
spawn.mapRect(4500, -300, 200, 400); //right wall
spawn.mapRect(6400, -1200, 400, 750); //right wall
spawn.mapRect(6400, -200, 400, 300); //right wall
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
// spawn.starter(1600, -500)
// spawn.bomberBoss(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.spawner(1600, -500)
// spawn.sniper(1700, -120, 50)
// spawn.bomberBoss(1400, -500)
spawn.launcher(1800, -120)
// spawn.cellBossCulture(1600, -500)
// spawn.powerUpBoss(1600, -500)
// spawn.sniper(1200, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "launcher")
// spawn.snakeBoss(1200, -500)
// spawn.timeSkipBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {
// level.bossKilled = false; // if a boss needs to be killed
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 1500;
level.exit.y = -1875;
level.defaultZoom = 1800
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
// powerUps.spawnStartingPowerUps(1475, -1175);
// spawn.debris(750, -2200, 3700, 16); //16 debris per level
// level.fill.push({ //foreground
// x: 2500,
// y: -1100,
// width: 450,
// height: 250,
// color: "rgba(0,0,0,0.1)"
// });
// level.fillBG.push({ //background
// x: 1300,
// y: -1800,
// width: 750,
// height: 1800,
// color: "#d4d4d7"
// });
spawn.mapRect(-100, 0, 1000, 100);
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
// spawn.boost(4150, 0, 1300);
// spawn.randomSmallMob(1300, -70);
// spawn.randomMob(2650, -975, 0.8);
// spawn.randomBoss(1700, -900, 0.4);
// if (game.difficulty > 3) spawn.randomLevelBoss(2200, -1300);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
finalBoss() {
level.bossKilled = false; // if a boss needs to be killed
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -250); //normal spawn
spawn.mapRect(5500, -330 + 20, 100, 20); //spawn this because the real exit is in the wrong spot
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 550000;
level.exit.y = -330;
level.defaultZoom = 2500
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ccc";
level.fill.push({
x: 6400,
y: -550,
width: 300,
height: 350,
color: "rgba(0,255,255,0.1)"
});
spawn.mapRect(-950, 0, 7200, 800); //ground
spawn.mapRect(-950, -1500, 800, 1900); //left wall
spawn.mapRect(-950, -2300, 7200, 800); //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, -2300, 800, 3100); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
},
gauntlet() {
level.bossKilled = true; //if there is no boss this needs to be true to increase levels
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -750); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
level.exit.y = -230;
level.defaultZoom = 1500
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ddd";
level.fill.push({
x: 6400,
y: -550,
width: 300,
height: 350,
color: "rgba(0,255,255,0.1)"
});
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
powerUps.spawnStartingPowerUps(600, -800);
spawn.blockDoor(710, -710);
spawn[spawn.pickList[0]](1500, -200, 150 + Math.random() * 30);
spawn.mapRect(2500, -1200, 200, 750); //right wall
spawn.blockDoor(2585, -210)
spawn.mapRect(2500, -200, 200, 300); //right wall
spawn.nodeBoss(3500, -200, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
spawn.mapRect(4500, -1200, 200, 750); //right wall
spawn.blockDoor(4585, -210)
spawn.mapRect(4500, -200, 200, 300); //right wall
spawn.lineBoss(5000, -200, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.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 (game.difficulty * Math.random() > 15 * i) {
spawn.randomBoss(2000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
if (game.difficulty * Math.random() > 10 * i) {
spawn.randomBoss(3500 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
if (game.difficulty * Math.random() > 7 * i) {
spawn.randomBoss(5000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
intro() {
level.bossKilled = true; //if there is no boss this needs to be true to increase levels
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
const binary = (localSettings.runCount >>> 0).toString(2)
const height = 25
const thick = 2
const color = "#aaa"
const xOff = -130 //2622
const yOff = -45 //-580
let xLetter = 0
for (let i = 0; i < binary.length; i++) {
if (binary[i] === "0") {
zero(xOff + xLetter, yOff)
} else {
one(xOff + xLetter, yOff)
}
}
function one(x, y) {
level.fillBG.push({
x: x,
y: y,
width: thick,
height: height,
color: color
});
xLetter += 10
}
function zero(x, y) {
const width = 10
level.fillBG.push({
x: x,
y: y,
width: thick,
height: height,
color: color
});
level.fillBG.push({
x: x + width,
y: y,
width: thick,
height: height,
color: color
});
level.fillBG.push({
x: x,
y: y,
width: width,
height: thick,
color: color
});
level.fillBG.push({
x: x,
y: y + height - thick,
width: width,
height: thick,
color: color
});
xLetter += 10 + width
}
level.setPosToSpawn(460, -100); //normal spawn
level.enter.x = -1000000; //hide enter graphic for first level by moving to the far left
level.exit.x = 2800;
level.exit.y = -335;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
game.zoomScale = 1000 //1400 is normal
level.defaultZoom = 1600
game.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#ddd";
level.fill.push({
x: 2600,
y: -600,
width: 400,
height: 500,
color: "rgba(0,255,255,0.05)"
});
level.fillBG.push({
x: 2600,
y: -600,
width: 400,
height: 500,
color: "#fff"
});
const lineColor = "#ccc"
level.fillBG.push({
x: 1600,
y: -500,
width: 100,
height: 100,
color: lineColor
});
level.fillBG.push({
x: -55,
y: -283,
width: 12,
height: 100,
color: lineColor
});
//faster way to draw a wire
function wallWire(x, y, width, height, front = false) {
if (front) {
level.fill.push({
x: x,
y: y,
width: width,
height: height,
color: lineColor
});
} else {
level.fillBG.push({
x: x,
y: y,
width: width,
height: height,
color: lineColor
});
}
}
for (let i = 0; i < 3; i++) {
wallWire(100 - 10 * i, -1050 - 10 * i, 5, 800);
wallWire(100 - 10 * i, -255 - 10 * i, -300, 5);
}
for (let i = 0; i < 5; i++) {
wallWire(1000 + 10 * i, -1050 - 10 * i, 5, 600);
wallWire(1000 + 10 * i, -450 - 10 * i, 150, 5);
wallWire(1150 + 10 * i, -450 - 10 * i, 5, 500);
}
for (let i = 0; i < 3; i++) {
wallWire(2650 - 10 * i, -700 - 10 * i, -300, 5);
wallWire(2350 - 10 * i, -700 - 10 * i, 5, 800);
}
for (let i = 0; i < 5; i++) {
wallWire(1625 + 10 * i, -1050, 5, 1200);
}
for (let i = 0; i < 4; i++) {
wallWire(1650, -470 + i * 10, 670 - i * 10, 5);
wallWire(1650 + 670 - i * 10, -470 + i * 10, 5, 600);
}
for (let i = 0; i < 3; i++) {
wallWire(-200 - i * 10, -245 + i * 10, 1340, 5);
wallWire(1140 - i * 10, -245 + i * 10, 5, 300);
wallWire(-200 - i * 10, -215 + i * 10, 660, 5);
wallWire(460 - i * 10, -215 + i * 10, 5, 300);
}
spawn.mapRect(-250, 0, 3600, 1800); //ground
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(3000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, -2800, 3600, 1800); //roof
spawn.mapRect(2600, -300, 500, 500); //exit shelf
spawn.mapRect(2600, -1200, 500, 600); //exit roof
spawn.mapRect(-95, -1100, 80, 110); //wire source
spawn.mapRect(410, -10, 90, 20); //small platform for player
spawn.bodyRect(2425, -120, 70, 50);
spawn.bodyRect(2400, -100, 100, 60);
spawn.bodyRect(2500, -150, 100, 150); //exit step
// localSettings.levelsClearedLastGame = 20
if (level.levelsCleared === 0) {
// powerUps.spawn(-100, 0, "heal", false); //starting gun
powerUps.spawn(1900, -150, "heal", false); //starting gun
powerUps.spawn(2050, -150, "heal", false); //starting gun
// powerUps.spawn(2050, -150, "field", false); //starting gun
if (localSettings.levelsClearedLastGame < 6) {
spawn.wireFoot();
spawn.wireFootLeft();
spawn.wireKnee();
spawn.wireKneeLeft();
spawn.wireHead();
} else {
const say = []
if (localSettings.runCount > 200) { //experienced
say.push(
"I've been here before...",
"How many times have I done this?",
)
} else if (localSettings.runCount < 20) { //new
say.push(
"Am I still alive?",
"And I'm back here again...",
"Is this another simulation?",
"I'm alive...",
"Last time was a simulation. Is this one a simulation too?",
)
}
if (game.difficultyMode < 4 && localSettings.levelsClearedLastGame > 10) { //too easy
say.push(
"That felt too easy.<br>Maybe I should increase the difficulty of the simulation.",
"That was fun, but maybe I should increase the difficulty of the simulation.",
"I should increase the difficulty of the simulation, that didn't feel realistic.",
)
} else if (game.difficultyMode > 3 && localSettings.levelsClearedLastGame > 10) { //great run on a hard or why
say.push(
"What do I do after I escape?",
"I'm almost ready to stop these simulations and actually escape.",
"I think I'm getting closer to something, but what?",
"I'm getting stronger.",
"What happens after I escape?",
"I found a good combination of technology last time."
)
} else { //resolve
say.push(
"I'll try some different mods this time.",
"I've got to escape.",
"I'll find a way out.",
"I keep forgetting that these are just simulated escapes."
)
}
game.makeTextLog(say[Math.floor(say.length * Math.random())], 1000)
const swapPeriod = 150
const len = 30
for (let i = 0; i < len; i++) {
setTimeout(function() {
game.wipe = function() { //set wipe to have trails
ctx.fillStyle = `rgba(221,221,221,${i*i*0.0005 +0.0025})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}, (i) * swapPeriod);
}
setTimeout(function() {
game.wipe = function() { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, len * swapPeriod);
}
}
powerUps.spawnStartingPowerUps(2300, -150);
},
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
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d5d5d5";
const portal = level.portal({
x: 2475,
y: -140
}, Math.PI, { //left
x: 2475,
y: -3140
}, Math.PI) //left
const portal2 = level.portal({
x: 75,
y: -2150
}, -Math.PI / 2, { //up
x: 1325,
y: -2150
}, -Math.PI / 2) //up
const portal3 = level.portal({
x: 1850,
y: -585
}, -Math.PI / 2, { //up
x: 2425,
y: -600
}, -2 * Math.PI / 3) //up left
const hazard = level.hazard(350, -2025, 700, 10, 0.4, "hsl(0, 100%, 50%)", true) //laser
const hazard2 = level.hazard(1775, -2550, 150, 10, 0.4, "hsl(0, 100%, 50%)", true) //laser
const button = level.button(2100, -2600)
const buttonDoor = level.button(600, -550)
// spawn.mapRect(600, -600, 275, 75);
const door = level.door(312, -750, 25, 190, 185)
level.custom = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
portal[2].query()
portal[3].query()
portal2[2].query()
portal2[3].query()
portal3[2].query()
portal3[3].query()
hazard.query();
hazard2.query();
if (button.isUp) {
hazard.isOn = false;
hazard2.isOn = false;
} else {
hazard.isOn = true;
hazard2.isOn = true;
}
button.query();
button.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
door.draw();
hazard.draw();
hazard2.draw();
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
portal2[0].draw();
portal2[1].draw();
portal2[2].draw();
portal2[3].draw();
portal3[0].draw();
portal3[1].draw();
portal3[2].draw();
portal3[3].draw();
};
powerUps.spawnStartingPowerUps(1875, -3075);
const powerUpPos = shuffle([{ //no debris on this level but 2 random spawn instead
x: -150,
y: -1775
}, {
x: 2400,
y: -2650
}, {
x: -175,
y: -1375
}, {
x: 1325,
y: -150
}]);
powerUps.chooseRandomPowerUp(powerUpPos[0].x, powerUpPos[0].y);
powerUps.chooseRandomPowerUp(powerUpPos[1].x, powerUpPos[1].y);
level.fillBG.push({ //exit room
x: -300,
y: -1000,
width: 650,
height: 500,
color: "#d4f4f4"
});
//outer wall
spawn.mapRect(2500, -3700, 1200, 3800); //right map wall
spawn.mapRect(-1400, -3800, 1100, 3900); //left map wall
// spawn.mapRect(2500, -2975, 1200, 2825); //right map middle wall above right portal
// spawn.mapRect(2700, -3600, 1000, 3650);
// far far right wall right of portals
// spawn.mapRect(2500, -1425, 200, 1275); // below right portal
spawn.mapRect(-1400, -4800, 5100, 1200); //map ceiling
spawn.mapRect(-1400, 0, 5100, 1200); //floor
//lower entrance /exit
// spawn.mapRect(300, -550, 50, 350); //right entrance wall
// spawn.mapRect(-400, -550, 1825, 50); //ceiling
// spawn.mapRect(1075, -100, 575, 200);
// spawn.bodyRect(312, -200, 25, 200);
// spawn.bodyRect(1775, -75, 100, 100);
spawn.mapRect(300, -375, 50, 225);
spawn.bodyRect(312, -150, 25, 140);
spawn.mapRect(300, -10, 50, 50);
//upper entrance / exit
spawn.mapRect(-400, -1050, 750, 50);
spawn.mapRect(300, -1050, 50, 300);
// spawn.bodyRect(312, -750, 25, 190);
spawn.mapRect(300, -560, 50, 50);
// spawn.mapRect(1400, -1025, 50, 300);
// spawn.mapRect(1400, -1025, 50, 825);
// spawn.mapRect(600, -600, 275, 75);
// spawn.mapRect(1075, -1050, 550, 400);
// spawn.mapRect(1150, -1000, 150, 575);
// spawn.mapRect(1600, -550, 175, 200);
spawn.bodyRect(750, -725, 125, 125);
spawn.mapRect(1150, -1050, 250, 575);
spawn.mapRect(1725, -550, 50, 200); //walls around portal 3
// spawn.mapRect(1925, -550, 50, 200);
spawn.mapRect(1925, -550, 500, 200);
spawn.mapRect(1750, -390, 200, 40);
// spawn.mapRect(2350, -550, 75, 200);
spawn.mapRect(-400, -550, 1800, 200);
spawn.mapRect(-200, -1700, 150, 25); //platform above exit room
spawn.mapRect(-200, -1325, 350, 25);
//portal 3 angled
// spawn.mapRect(1425, -550, 350, 250);
// spawn.mapRect(1925, -550, 500, 200);
spawn.mapRect(2425, -450, 100, 100);
//portal 1 bottom
// spawn.mapRect(2525, -200, 175, 250); //right portal back wall
// spawn.mapRect(2500, -50, 200, 100);
spawn.mapRect(2290, -12, 375, 100);
spawn.mapRect(2350, -24, 375, 100);
spawn.mapRect(2410, -36, 375, 100);
//portal 1 top
spawn.mapRect(2290, -3012, 375, 50);
spawn.mapRect(2350, -3024, 375, 50);
spawn.mapRect(2410, -3036, 375, 50);
spawn.mapRect(1400, -3000, 1300, 50); //floor
// spawn.mapRect(2500, -3700, 200, 565); //right portal wall
// spawn.mapRect(2525, -3200, 175, 250); //right portal back wall
spawn.mapRect(1750, -3050, 250, 75);
// spawn.bodyRect(1950, -3100, 50, 50);
spawn.mapRect(1400, -3625, 50, 200);
spawn.mapRect(350, -3625, 50, 225);
spawn.mapRect(350, -3260, 50, 60);
// spawn.bodyRect(362, -3400, 25, 140);
spawn.mapRect(200, -3250, 1240, 50);
spawn.mapRect(1400, -3260, 50, 310);
spawn.bodyRect(1412, -3425, 25, 165);
// spawn.mapRect(-150, -3000, 150, 25);
// spawn.mapRect(-350, -2925, 175, 25);
spawn.mapRect(-150, -2925, 150, 25);
//portal 2
spawn.mapRect(-300, -2600, 300, 675); //left platform
spawn.mapRect(1400, -2600, 375, 675); //right platform
spawn.mapRect(1925, -2600, 775, 675); //far right platform
spawn.bodyRect(2130, -2660, 50, 50); //button's block
spawn.mapRect(0, -1975, 175, 50);
spawn.mapRect(1225, -1975, 175, 50);
spawn.mapRect(150, -2100, 200, 175);
spawn.mapRect(1050, -2100, 200, 175);
//mobs
spawn.randomMob(1075, -3500, -0.3);
// spawn.randomMob(-75, -3425, 0.2);
spawn.randomMob(1475, -225, -0.3);
spawn.randomMob(2075, -150, -0.2);
spawn.randomMob(2175, -700, -0.2);
spawn.randomMob(-75, -850, -0.1);
spawn.randomMob(1300, -600, -0.1);
spawn.randomMob(550, -3400, 0);
if (game.difficulty > 50) {
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.randomBoss(600, -2600, 0);
}
if (game.difficulty < 32) {
spawn.randomMob(700, -1650, 0);
spawn.randomMob(600, -3500, 0.2);
spawn.randomMob(-75, -1175, 0.2);
powerUps.spawnBossPowerUp(-125, -1760);
} else {
if (Math.random() < 0.5) {
spawn.randomLevelBoss(700, -1550, ["shooterBoss", "launcherBoss", "laserTargetingBoss"]);
} else {
spawn.randomLevelBoss(675, -2775, ["shooterBoss", "launcherBoss", "laserTargetingBoss"]);
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
sewers() {
level.bossKilled = false; // if a boss needs to be killed
const rotor = level.rotor(5100, 2475, -0.001)
const button = level.button(6600, 2675)
const hazard = level.hazard(4550, 2750, 4550, 150)
const balance1 = level.spinner(300, -395, 25, 390, 0.001) //entrance
const balance2 = level.spinner(2605, 500, 390, 25, 0.001) //falling
const balance3 = level.spinner(2608, 1900, 584, 25, 0.001) //falling
const balance4 = level.spinner(9300, 2205, 25, 380, 0.001) //exit
level.custom = () => {
button.query();
button.draw();
hazard.query();
hazard.level(button.isUp)
rotor.rotate();
level.playerExitCheck();
};
level.customTopLayer = () => {
ctx.fillStyle = "#233"
ctx.beginPath();
ctx.arc(balance1.pointA.x, balance1.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance2.pointA.x, balance2.pointA.y)
ctx.arc(balance2.pointA.x, balance2.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance3.pointA.x, balance3.pointA.y)
ctx.arc(balance3.pointA.x, balance3.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance4.pointA.x, balance4.pointA.y)
ctx.arc(balance4.pointA.x, balance4.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
hazard.draw();
};
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 9700;
level.exit.y = 2560;
level.defaultZoom = 1800
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "hsl(138, 3%, 74%)";
powerUps.spawnStartingPowerUps(3475, 1775);
spawn.debris(4575, 2550, 1600, 9); //16 debris per level
spawn.debris(7000, 2550, 2000, 7); //16 debris per level
// level.fill.push({
// x: 9325,
// y: 2200,
// width: 575,
// height: 400,
// color: "rgba(0,255,255,0.1)"
// });
level.fillBG.push({
x: 9300,
y: 2200,
width: 600,
height: 400,
color: "hsl(175, 15%, 76%)" //c4f4f4
});
spawn.mapRect(-500, -600, 200, 800); //left entrance wall
spawn.mapRect(-400, -600, 3550, 200); //ceiling
spawn.mapRect(-400, 0, 3000, 200); //floor
// spawn.mapRect(300, -500, 50, 400); //right entrance wall
// spawn.bodyRect(312, -100, 25, 100);
spawn.bodyRect(1450, -300, 150, 50);
const xPos = shuffle([600, 1250, 2000]);
spawn.mapRect(xPos[0], -200, 400, 100);
spawn.mapRect(xPos[1], -250, 300, 300);
spawn.mapRect(xPos[2], -150, 300, 200);
spawn.bodyRect(3100, 410, 75, 100);
spawn.bodyRect(2450, -25, 250, 25);
spawn.mapRect(3050, -600, 200, 800); //right down tube wall
spawn.mapRect(3100, 0, 1200, 200); //tube right exit ceiling
spawn.mapRect(4200, 0, 200, 1900);
spawn.mapVertex(3500, 1000, "-500 -500 -400 -600 400 -600 500 -500 500 500 400 600 -400 600 -500 500");
spawn.mapVertex(3600, 1940, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40");
spawn.mapRect(3925, 2288, 310, 50);
spawn.mapRect(3980, 2276, 200, 50);
spawn.mapRect(2625, 2288, 650, 50);
spawn.mapRect(2700, 2276, 500, 50);
// spawn.mapRect(3000, 400, 1000, 1250);
// spawn.mapRect(3000, 1925, 1000, 150);
// spawn.mapRect(3100, 1875, 800, 100);
// spawn.mapRect(3100, 1600, 800, 100);
// spawn.mapRect(3100, 350, 800, 100);
// spawn.mapRect(3100, 2025, 800, 100);
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.randomBoss(1300, 2100, 0.5);
spawn.randomMob(8300, 2100, 0.2);
spawn.randomSmallMob(2575, -75, 0.2); //entrance
spawn.randomMob(8125, 2450, 0.25);
spawn.randomSmallMob(3200, 250, 0.3);
spawn.randomMob(2425, 2150, 0.3);
spawn.randomSmallMob(3500, 250, 0.4);
spawn.randomMob(3800, 2175, 0.4);
spawn.randomSmallMob(1100, -300, 0.4); //entrance
spawn.randomMob(4450, 2500, 0.5);
spawn.randomMob(6350, 2525, 0.5);
spawn.randomBoss(9200, 2400, 0.6);
spawn.randomSmallMob(1900, -250, 0.6); //entrance
spawn.randomMob(1500, 2100, 0.7);
spawn.randomSmallMob(1700, -150, 0.7); //entrance
spawn.randomMob(8800, 2725, 0.8);
spawn.randomMob(7300, 2200, 0.8);
spawn.randomMob(2075, 2025, 0.8);
spawn.randomMob(3475, 2175, 0.8);
if (game.difficulty > 3) spawn.randomLevelBoss(6000, 2300, ["spiderBoss", "launcherBoss", "laserTargetingBoss"]);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
satellite() {
level.bossKilled = false; // if a boss needs to be killed
const elevator = level.platform(4210, -1325, 380, 30, -10)
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {
if (elevator.pauseUntilCycle < game.cycle && !mech.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -1275) { //bottom
elevator.plat.speed = -10
elevator.pauseUntilCycle = game.cycle + 90
} else if (elevator.pointA.y < -3455) { //top
elevator.plat.speed = 30
elevator.pauseUntilCycle = game.cycle + 90
}
elevator.pointA = {
x: elevator.pointA.x,
y: elevator.pointA.y + elevator.plat.speed
}
}
};
level.setPosToSpawn(-50, -50); //normal spawn
level.exit.x = -100;
level.exit.y = -425;
spawn.mapRect(level.exit.x, level.exit.y + 15, 100, 50); //exit bump
level.defaultZoom = 1700 // 4500 // 1400
game.zoomTransition(level.defaultZoom)
powerUps.spawnStartingPowerUps(4900, -500);
spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
spawn.debris(4830, -1330, 850, 3); //16 debris per level
spawn.debris(3035, -3900, 1500, 3); //16 debris per level
document.body.style.backgroundColor = "#dbdcde";
//spawn start building
spawn.mapRect(-300, -800, 50, 800);
spawn.mapRect(-100, -20, 100, 30);
// spawn.mapRect(-300, -10, 500, 50);
spawn.mapRect(150, -510, 50, 365);
spawn.bodyRect(170, -130, 14, 145, 1, spawn.propsFriction); //door to starting room
// spawn.mapRect(-300, 0, 1000, 300); //ground
spawn.mapVertex(-18, 145, "625 0 0 0 0 -300 500 -300"); //entrance ramp
spawn.mapRect(-300, 250, 6300, 300); //deeper ground
spawn.bodyRect(2100, 50, 80, 80);
spawn.bodyRect(2000, 50, 60, 60);
// spawn.bodyRect(1650, 50, 300, 200);
// spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
spawn.mapVertex(2225, 250, "575 0 -575 0 -450 -100 450 -100"); //base
//exit building
// spawn.mapRect(-100, -410, 100, 30);
spawn.mapRect(-300, -800, 500, 50);
spawn.mapRect(150, -800, 50, 110);
spawn.bodyRect(170, -690, 14, 180, 1, spawn.propsFriction); //door to exit room
spawn.mapRect(-300, -400, 500, 100); //far left starting ceiling
level.fill.push({
x: -250,
y: -400,
width: 1800,
height: 775,
color: "rgba(0,20,40,0.2)"
});
level.fill.push({
x: 1800,
y: -475,
width: 850,
height: 775,
color: "rgba(0,20,40,0.2)"
});
level.fillBG.push({
x: -250,
y: -750,
width: 420,
height: 450,
color: "#d4f4f4"
});
//tall platform above exit
spawn.mapRect(-500, -1900, 400, 50); //super high shade
spawn.mapRect(0, -1900, 400, 50); //super high shade
spawn.mapRect(-150, -1350, 200, 25); //super high shade
spawn.bodyRect(140, -2100, 150, 200); //shield from laser
level.fillBG.push({
x: -300,
y: -1900,
width: 500,
height: 1100,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(1125, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(150, -500, 1400, 100); //far left starting ceiling
spawn.mapRect(625, -2450, 1000, 50); //super high shade
spawn.bodyRect(1300, -3600, 150, 150); //shield from laser
level.fillBG.push({
x: 900,
y: -2450,
width: 450,
height: 2050,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(2225, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
spawn.mapRect(1725, -2800, 1000, 50); //super high shade
spawn.mapRect(1800, -500, 850, 100); //far left starting ceiling
spawn.bodyRect(2400, -2950, 150, 150); //shield from laser
level.fillBG.push({
x: 2000,
y: -2800,
width: 450,
height: 2300,
color: "#d0d4d6"
});
//tall platform
spawn.mapVertex(3350, 200, "375 0 -375 0 -250 -250 250 -250"); //base
spawn.bodyRect(3400, -150, 150, 150);
spawn.mapRect(2850, -3150, 1000, 50); //super high shade
spawn.bodyRect(3675, -3470, 525, 20); //plank
spawn.bodyRect(3600, -3450, 200, 300); //plank support block
level.fillBG.push({
x: 3125,
y: -3100,
width: 450,
height: 3300,
color: "#d0d4d6"
});
//far right structure
spawn.mapRect(5200, -725, 100, 870);
spawn.mapRect(5300, -1075, 350, 1220);
spawn.boost(5825, 235, 1400);
level.fill.push({
x: 5200,
y: 125,
width: 450,
height: 200,
color: "rgba(0,20,40,0.25)"
});
//structure bellow tall stairs
level.fill.push({
x: 4000,
y: -1200,
width: 1050,
height: 1500,
color: "rgba(0,20,40,0.13)"
});
spawn.mapRect(3925, -300, 425, 50);
spawn.mapRect(4700, -375, 425, 50);
// spawn.mapRect(4000, -1300, 1050, 100);
spawn.mapRect(4000, -1300, 200, 100);
spawn.mapRect(4600, -1300, 450, 100);
//steep stairs
// spawn.mapRect(4100, -1700, 100, 100);
// spawn.mapRect(4200, -2050, 100, 450);
// spawn.mapRect(4300, -2400, 100, 800);
// spawn.mapRect(4400, -2750, 100, 1150);
// spawn.mapRect(4500, -3100, 100, 1500);
spawn.mapRect(4100, -2250, 100, 650);
spawn.mapRect(4100, -3450, 100, 650); //left top shelf
spawn.mapRect(4600, -3450, 100, 1850);
// spawn.mapRect(4200, -3450, 100, 400); //left top shelf
// spawn.mapRect(4300, -3450, 100, 100); //left top shelf
level.fill.push({
x: 4100,
y: -3450,
width: 600,
height: 2250,
color: "rgba(0,20,40,0.13)"
});
// level.fill.push({
// x: 4100,
// y: -1600,
// width: 600,
// height: 300,
// color: "rgba(0,20,40,0.13)"
// });
spawn.randomSmallMob(4400, -3500);
spawn.randomSmallMob(4800, -800);
spawn.randomSmallMob(800, 150);
spawn.randomMob(700, -600, 0.8);
spawn.randomMob(3100, -3600, 0.7);
spawn.randomMob(3300, -1000, 0.7);
spawn.randomMob(4200, -250, 0.7);
spawn.randomMob(4900, -1500, 0.6);
spawn.randomMob(1200, 100, 0.4);
spawn.randomMob(5900, -1500, 0.4);
spawn.randomMob(4700, -800, 0.4);
spawn.randomMob(1400, -400, 0.3);
spawn.randomMob(1200, 100, 0.3);
spawn.randomMob(2550, -100, 0.2);
spawn.randomMob(2000, -2800, 0.2);
spawn.randomMob(2000, -500, 0.2);
spawn.randomMob(4475, -3550, 0.1);
spawn.randomBoss(5000, -2150, 1);
spawn.randomBoss(3700, -4100, 0.3);
spawn.randomBoss(2700, -1600, 0.1);
spawn.randomBoss(1600, -100, 0);
spawn.randomBoss(5000, -3900, -0.3);
if (game.difficulty > 3) {
if (Math.random() < 0.1) {
spawn.randomLevelBoss(2800, -1400);
} else if (Math.random() < 0.25) {
spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random());
} else if (Math.random() < 0.33) {
spawn.laserBoss(1800 + 250 * Math.random(), -2600 + 150 * Math.random());
} else if (Math.random() < 0.5) {
spawn.laserBoss(3500 + 250 * Math.random(), -2600 + 1000 * Math.random());
} else {
spawn.laserBoss(600 + 200 * Math.random(), -2150 + 250 * Math.random());
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
rooftops() {
level.bossKilled = false; // if a boss needs to be killed
const elevator = level.platform(1450, -1000, 235, 30, -2)
level.custom = () => {
ctx.fillStyle = "#ccc"
ctx.fillRect(1567, -1990, 5, 1020)
level.playerExitCheck();
};
level.customTopLayer = () => {
if (elevator.pauseUntilCycle < game.cycle && !mech.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -980) { //bottom
elevator.plat.speed = -2
elevator.pauseUntilCycle = game.cycle + 60
} else if (elevator.pointA.y < -1980) { //top
elevator.plat.speed = 1
elevator.pauseUntilCycle = game.cycle + 60
}
elevator.pointA = {
x: elevator.pointA.x,
y: elevator.pointA.y + elevator.plat.speed
}
}
};
level.defaultZoom = 1700
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
if (Math.random() < 0.75) {
//normal direction start in top left
level.setPosToSpawn(-450, -2060);
level.exit.x = 3600;
level.exit.y = -300;
spawn.mapRect(3600, -285, 100, 50); //ground bump wall
//mobs that spawn in exit room
spawn.bodyRect(4850, -750, 300, 25, 0.6); //
spawn.randomSmallMob(4100, -100);
spawn.randomSmallMob(4600, -100);
spawn.randomMob(3765, -450, 0.3);
level.fill.push({
x: -650,
y: -2300,
width: 440,
height: 300,
color: "rgba(0,0,0,0.15)"
});
level.fillBG.push({
x: 3460,
y: -700,
width: 1090,
height: 800,
color: "#d4f4f4"
});
} else {
//reverse direction, start in bottom right
level.setPosToSpawn(3650, -325);
level.exit.x = -550;
level.exit.y = -2030;
spawn.mapRect(-550, -2015, 100, 50); //ground bump wall
spawn.boost(4950, 0, 1100);
level.fillBG.push({
x: -650,
y: -2300,
width: 440,
height: 300,
color: "#d4f4f4"
});
level.fill.push({
x: 3460,
y: -700,
width: 1090,
height: 800,
color: "rgba(0,0,0,0.1)"
});
}
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.debris(1650, -1800, 3800, 16); //16 debris per level
powerUps.spawnStartingPowerUps(2450, -1675);
//foreground
level.fill.push({
x: 3460,
y: -1250,
width: 1080,
height: 550,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 4550,
y: -725,
width: 900,
height: 725,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 3400,
y: 100,
width: 2150,
height: 900,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: -700,
y: -1950,
width: 2100,
height: 2950,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 1860,
y: -1950,
width: 630,
height: 350,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 1735,
y: -1550,
width: 1405,
height: 550,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 1735,
y: -900,
width: 1515,
height: 1900,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 3510,
y: -1550,
width: 330,
height: 300,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 710,
y: -2225,
width: 580,
height: 225,
color: "rgba(0,0,0,0.1)"
});
//spawn.mapRect(-700, 0, 6250, 100); //ground
spawn.mapRect(3400, 0, 2150, 100); //ground
spawn.mapRect(-700, -2000, 2125, 50); //Top left ledge
spawn.bodyRect(1300, -2125, 50, 125, 0.8);
spawn.bodyRect(1307, -2225, 50, 100, 0.8);
spawn.mapRect(-700, -2350, 50, 400); //far left starting left wall
spawn.mapRect(-700, -2010, 500, 50); //far left starting ground
spawn.mapRect(-700, -2350, 500, 50); //far left starting ceiling
spawn.mapRect(-250, -2350, 50, 200); //far left starting right part of wall
spawn.bodyRect(-240, -2150, 30, 36); //door to starting room
spawn.bodyRect(-240, -2115, 30, 36); //door to starting room
spawn.bodyRect(-240, -2080, 30, 35); //door to starting room
spawn.bodyRect(-240, -2045, 30, 35); //door to starting room
spawn.mapRect(1850, -2000, 650, 50);
spawn.bodyRect(200, -2150, 80, 220, 0.8);
spawn.mapRect(700, -2275, 600, 50);
spawn.mapRect(1000, -1350, 410, 50);
spawn.bodyRect(1050, -2350, 30, 30, 0.8);
// spawn.boost(1800, -1000, 1200);
// spawn.bodyRect(1625, -1100, 100, 75);
// spawn.bodyRect(1350, -1025, 400, 25); // ground plank
spawn.mapRect(-725, -1000, 2150, 100); //lower left ledge
spawn.bodyRect(350, -1100, 200, 100, 0.8);
spawn.bodyRect(370, -1200, 100, 100, 0.8);
spawn.bodyRect(360, -1300, 100, 100, 0.8);
spawn.bodyRect(950, -1050, 300, 50, 0.8);
spawn.bodyRect(-575, -1150, 125, 150, 0.8);
spawn.mapRect(1710, -1000, 1565, 100); //middle ledge
spawn.mapRect(3400, -1000, 75, 25);
spawn.bodyRect(2600, -1950, 100, 250, 0.8);
spawn.bodyRect(2700, -1125, 125, 125, 0.8);
spawn.bodyRect(2710, -1250, 125, 125, 0.8);
spawn.bodyRect(2705, -1350, 75, 100, 0.8);
spawn.mapRect(3500, -1600, 350, 50);
spawn.mapRect(1725, -1600, 1435, 50);
spawn.bodyRect(3100, -1015, 375, 15);
spawn.bodyRect(3500, -850, 75, 125, 0.8);
spawn.mapRect(3450, -1000, 50, 580); //left building wall
spawn.bodyRect(3460, -420, 30, 144);
spawn.mapRect(5450, -775, 100, 875); //right building wall
spawn.bodyRect(3925, -1400, 100, 150, 0.8);
spawn.mapRect(3450, -1250, 1090, 50);
// spawn.mapRect(3450, -1225, 50, 75);
spawn.mapRect(4500, -1250, 50, 415);
spawn.mapRect(3450, -725, 1500, 50);
spawn.mapRect(5100, -725, 400, 50);
spawn.mapRect(4500, -735, 50, 635);
spawn.bodyRect(4500, -100, 50, 100);
spawn.mapRect(4500, -885, 100, 50);
spawn.spawnStairs(3800, 0, 3, 150, 206); //stairs top exit
spawn.mapRect(3400, -275, 450, 275); //exit platform
spawn.randomSmallMob(2200, -1775);
spawn.randomSmallMob(4000, -825);
spawn.randomSmallMob(-350, -2400);
spawn.randomMob(4250, -1350, 0.8);
spawn.randomMob(2550, -1350, 0.8);
spawn.randomMob(1225, -2400, 0.3);
spawn.randomMob(1120, -1200, 0.3);
spawn.randomMob(3000, -1150, 0.2);
spawn.randomMob(3200, -1150, 0.3);
spawn.randomMob(3300, -1750, 0.3);
spawn.randomMob(3650, -1350, 0.3);
spawn.randomMob(3600, -1800, 0.1);
spawn.randomMob(5200, -100, 0.3);
spawn.randomMob(5275, -900, 0.2);
spawn.randomMob(900, -2125, 0.3);
spawn.randomBoss(600, -1575, 0);
spawn.randomBoss(2225, -1325, 0.4);
spawn.randomBoss(4900, -1200, 0);
if (game.difficulty > 3) spawn.randomLevelBoss(3200, -2050);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
aerie() {
level.bossKilled = false; // if a boss needs to be killed
// const elevator = level.platform(4112, -2300, 280, 50)
// game.g = 0.0012 //0.0024
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {
// elevator.move()
};
// game.difficulty = 4; //for testing to simulate possible mobs spawns
level.defaultZoom = 2100
game.zoomTransition(level.defaultZoom)
const backwards = (Math.random() < 0.25 && game.difficulty > 8) ? true : false;
if (backwards) {
level.setPosToSpawn(4000, -3300); //normal spawn
level.exit.x = -100;
level.exit.y = -1025;
} else {
level.setPosToSpawn(-50, -1050); //normal spawn
level.exit.x = 3950;
level.exit.y = -3275;
}
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(level.exit.x, level.exit.y + 15, 100, 20);
powerUps.spawnStartingPowerUps(1075, -550);
document.body.style.backgroundColor = "#dcdcde";
//foreground
level.fill.push({
x: -100,
y: -1000,
width: 1450,
height: 1400,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 2000,
y: -1110,
width: 450,
height: 1550,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 3700,
y: -3150,
width: 1100,
height: 950,
color: "rgba(0,0,0,0.1)"
});
//background
level.fillBG.push({
x: 4200,
y: -2200,
width: 100,
height: 2600,
color: "#c7c7ca"
});
if (!backwards) {
level.fillBG.push({
x: 3750,
y: -3650,
width: 550,
height: 400,
color: "#d4f4f4"
});
level.fill.push({
x: -275,
y: -1275,
width: 425,
height: 300,
color: "rgba(0,0,0,0.1)"
});
} else {
level.fill.push({
x: 3750,
y: -3650,
width: 550,
height: 400,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: -275,
y: -1275,
width: 425,
height: 300,
color: "#d4f4f4"
});
}
// starting room
spawn.mapRect(-300, -1000, 600, 100);
spawn.mapRect(-300, -1300, 450, 50);
spawn.mapRect(-300, -1300, 50, 350);
if (!backwards && game.difficulty > 1) spawn.bodyRect(100, -1250, 200, 240); //remove on backwards
//left building
spawn.mapRect(-100, -975, 100, 975);
spawn.mapRect(-500, 100, 1950, 400);
spawn.boost(-425, 100, 1400);
spawn.mapRect(600, -1000, 750, 100);
spawn.mapRect(900, -500, 550, 100);
spawn.mapRect(1250, -975, 100, 375);
spawn.bodyRect(1250, -600, 100, 100, 0.7);
spawn.mapRect(1250, -450, 100, 450);
if (!backwards) spawn.bodyRect(1250, -1225, 100, 200); //remove on backwards
if (!backwards) spawn.bodyRect(1200, -1025, 350, 25); //remove on backwards
//middle super tower
if (backwards) {
spawn.bodyRect(2000, -800, 700, 35);
} else {
spawn.bodyRect(1750, -800, 700, 35);
}
spawn.mapVertex(2225, -2100, "0 0 450 0 300 -2500 150 -2500")
spawn.mapRect(2000, -700, 450, 300);
spawn.bodyRect(2360, -450, 100, 300, 0.6);
spawn.mapRect(2000, -75, 450, 275);
spawn.bodyRect(2450, 150, 150, 150, 0.4);
spawn.mapRect(1550, 300, 4600, 200); //ground
spawn.boost(5350, 275, 2850);
// spawn.mapRect(6050, -700, 450, 1200);
spawn.mapRect(6050, -1060, 450, 1560);
spawn.mapVertex(6275, -2100, "0 0 450 0 300 -2500 150 -2500")
//right tall tower
spawn.mapRect(3700, -3200, 100, 800);
spawn.mapRect(4700, -2910, 100, 510);
spawn.mapRect(3700, -2600, 300, 50);
spawn.mapRect(4100, -2900, 900, 50);
spawn.mapRect(3450, -2300, 750, 100);
spawn.mapRect(4300, -2300, 750, 100);
spawn.mapRect(4150, -1600, 200, 25);
spawn.mapRect(4150, -700, 200, 25);
//exit room on top of tower
spawn.mapRect(3700, -3700, 600, 50);
spawn.mapRect(3700, -3700, 50, 500);
spawn.mapRect(4250, -3700, 50, 300);
spawn.mapRect(3700, -3250, 1100, 100);
spawn.randomBoss(350, -500, 1)
spawn.randomSmallMob(-225, 25);
spawn.randomSmallMob(1000, -1100);
spawn.randomSmallMob(4000, -250);
spawn.randomSmallMob(4450, -3000);
spawn.randomSmallMob(5600, 100);
spawn.randomMob(4275, -2600, 0.8);
spawn.randomMob(1050, -700, 0.8)
spawn.randomMob(6050, -850, 0.7);
spawn.randomMob(2150, -300, 0.6)
spawn.randomMob(3900, -2700, 0.8);
spawn.randomMob(3600, -500, 0.8);
spawn.randomMob(3400, -200, 0.8);
spawn.randomMob(1650, -1300, 0.7)
spawn.randomMob(4100, -50, 0.7);
spawn.randomMob(4100, -50, 0.5);
spawn.randomMob(1700, -50, 0.3)
spawn.randomMob(2350, -900, 0.3)
spawn.randomMob(4700, -150, 0.2);
spawn.randomBoss(4000, -350, 0.6);
spawn.randomBoss(2750, -550, 0.1);
if (game.difficulty > 3) {
if (Math.random() < 0.1) { // tether ball
spawn.tetherBoss(4250, 0)
cons[cons.length] = Constraint.create({
pointA: {
x: 4250,
y: -675
},
bodyB: mob[mob.length - 1],
stiffness: 0.00007
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(4250, 0, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
} else if (Math.random() < 0.15) {
spawn.randomLevelBoss(4250, -250);
spawn.debris(-250, 50, 1650, 2); //16 debris per level
spawn.debris(2475, 0, 750, 2); //16 debris per level
spawn.debris(3450, 0, 2000, 16); //16 debris per level
spawn.debris(3500, -2350, 1500, 2); //16 debris per level
} else {
powerUps.chooseRandomPowerUp(4000, 200);
powerUps.chooseRandomPowerUp(4000, 200);
//floor below right tall tower
spawn.bodyRect(3000, 50, 150, 250, 0.9);
spawn.bodyRect(4500, -500, 300, 250, 0.7);
spawn.bodyRect(3500, -100, 100, 150, 0.7);
spawn.bodyRect(4200, -500, 110, 30, 0.7);
spawn.bodyRect(3800, -500, 150, 130, 0.7);
spawn.bodyRect(4000, 50, 200, 150, 0.9);
spawn.bodyRect(4500, 50, 300, 200, 0.9);
spawn.bodyRect(4200, -350, 200, 50, 0.9);
spawn.bodyRect(4700, -350, 50, 200, 0.9);
spawn.bodyRect(4900, -100, 300, 300, 0.7);
spawn.suckerBoss(4500, -400);
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
skyscrapers() {
level.bossKilled = false; // if a boss needs to be killed
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(-50, -60); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 1500;
level.exit.y = -1875;
level.defaultZoom = 2000
game.zoomTransition(level.defaultZoom)
//level.setPosToSpawn(1550, -1200); //spawn left high
//level.setPosToSpawn(1800, -2000); //spawn near exit
powerUps.spawnStartingPowerUps(1475, -1175);
spawn.debris(750, -2200, 3700, 16); //16 debris per level
document.body.style.backgroundColor = "#dcdcde";
// game.draw.mapFill = "#444"
// game.draw.bodyFill = "rgba(140,140,140,0.85)"
// game.draw.bodyStroke = "#222"
//foreground
level.fill.push({
x: 2500,
y: -1100,
width: 450,
height: 250,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 2400,
y: -550,
width: 600,
height: 150,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 2550,
y: -1650,
width: 250,
height: 200,
color: "rgba(0,0,0,0.1)"
});
//level.fill.push({ x: 1350, y: -2100, width: 400, height: 250, color: "rgba(0,255,255,0.1)" });
level.fill.push({
x: 700,
y: -110,
width: 400,
height: 110,
color: "rgba(0,0,0,0.2)"
});
level.fill.push({
x: 3600,
y: -110,
width: 400,
height: 110,
color: "rgba(0,0,0,0.2)"
});
level.fill.push({
x: -250,
y: -300,
width: 450,
height: 300,
color: "rgba(0,0,0,0.15)"
});
//background
level.fillBG.push({
x: 1300,
y: -1800,
width: 750,
height: 1800,
color: "#d4d4d7"
});
level.fillBG.push({
x: 3350,
y: -1325,
width: 50,
height: 1325,
color: "#d4d4d7"
});
level.fillBG.push({
x: 1350,
y: -2100,
width: 400,
height: 250,
color: "#d4f4f4"
});
spawn.mapRect(-300, 0, 5000, 300); //***********ground
spawn.mapRect(-300, -350, 50, 400); //far left starting left wall
spawn.mapRect(-300, -10, 500, 50); //far left starting ground
spawn.mapRect(-300, -350, 500, 50); //far left starting ceiling
spawn.mapRect(150, -350, 50, 200); //far left starting right part of wall
spawn.bodyRect(170, -130, 14, 140, 1, spawn.propsFriction); //door to starting room
spawn.boost(475, 0, 1300);
spawn.mapRect(700, -1100, 400, 990); //far left building
spawn.mapRect(1600, -400, 1500, 500); //long center building
spawn.mapRect(1345, -1100, 250, 25); //left platform
spawn.mapRect(1755, -1100, 250, 25); //right platform
spawn.mapRect(1300, -1850, 780, 50); //left higher platform
spawn.mapRect(1300, -2150, 50, 350); //left higher platform left edge wall
spawn.mapRect(1300, -2150, 450, 50); //left higher platform roof
spawn.mapRect(1500, -1860, 100, 50); //ground bump wall
spawn.mapRect(2400, -850, 600, 300); //center floating large square
//spawn.bodyRect(2500, -1100, 25, 250); //wall before chasers
spawn.mapRect(2500, -1450, 450, 350); //higher center floating large square
spawn.mapRect(2500, -1675, 50, 300); //left wall on higher center floating large square
spawn.mapRect(2500, -1700, 300, 50); //roof on higher center floating large square
spawn.mapRect(3300, -850, 150, 25); //ledge by far right building
spawn.mapRect(3300, -1350, 150, 25); //higher ledge by far right building
spawn.mapRect(3600, -1100, 400, 990); //far right building
spawn.boost(4150, 0, 1300);
spawn.bodyRect(3200, -1375, 300, 25, 0.9);
spawn.bodyRect(1825, -1875, 400, 25, 0.9);
// spawn.bodyRect(1800, -575, 250, 150, 0.8);
spawn.bodyRect(1800, -600, 110, 150, 0.8);
spawn.bodyRect(2557, -450, 35, 55, 0.7);
spawn.bodyRect(2957, -450, 30, 15, 0.7);
spawn.bodyRect(2900, -450, 60, 45, 0.7);
spawn.bodyRect(915, -1200, 60, 100, 0.95);
spawn.bodyRect(925, -1300, 50, 100, 0.95);
if (Math.random() < 0.9) {
spawn.bodyRect(2300, -1720, 400, 20);
spawn.bodyRect(2590, -1780, 80, 80);
}
spawn.bodyRect(2925, -1100, 25, 250, 0.8);
spawn.bodyRect(3325, -1550, 50, 200, 0.3);
if (Math.random() < 0.8) {
spawn.bodyRect(1400, -75, 200, 75); //block to get up ledge from ground
spawn.bodyRect(1525, -125, 50, 50); //block to get up ledge from ground
}
spawn.bodyRect(1025, -1110, 400, 25, 0.9); //block on far left building
spawn.bodyRect(1425, -1110, 115, 25, 0.9); //block on far left building
spawn.bodyRect(1540, -1110, 300, 25, 0.9); //block on far left building
spawn.randomSmallMob(1300, -70);
spawn.randomSmallMob(3200, -100);
spawn.randomSmallMob(4450, -100);
spawn.randomSmallMob(2700, -475);
spawn.randomMob(2650, -975, 0.8);
spawn.randomMob(2650, -1550, 0.8);
spawn.randomMob(4150, -200, 0.15);
spawn.randomMob(1700, -1300, 0.2);
spawn.randomMob(1850, -1950, 0.25);
spawn.randomMob(2610, -1880, 0.25);
spawn.randomMob(3350, -950, 0.25);
spawn.randomMob(1690, -2250, 0.25);
spawn.randomMob(2200, -600, 0.2);
spawn.randomMob(850, -1300, 0.25);
spawn.randomMob(-100, -900, -0.2);
spawn.randomBoss(3700, -1500, 0.4);
spawn.randomBoss(1700, -900, 0.4);
if (game.difficulty > 3) spawn.randomLevelBoss(2200, -1300);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
highrise() {
level.bossKilled = false; // if a boss needs to be killed
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(0, -700); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = -4275;
level.exit.y = -2805;
level.defaultZoom = 1500
game.zoomTransition(level.defaultZoom)
powerUps.spawnStartingPowerUps(-2550, -700);
document.body.style.backgroundColor = "#dcdcde" //"#fafcff";
spawn.debris(-2325, -1825, 2400); //16 debris per level
spawn.debris(-2625, -600, 600, 5); //16 debris per level
spawn.debris(-2000, -60, 1200, 5); //16 debris per level
//background
level.fillBG.push({
x: -4425,
y: -3050,
width: 425,
height: 275,
color: "#cff"
});
level.fillBG.push({
x: -3375,
y: -2875,
width: 25,
height: 725,
color: "#d0d0d2"
});
level.fillBG.push({
x: -2975,
y: -2750,
width: 25,
height: 600,
color: "#d0d0d2"
});
level.fillBG.push({
x: -2475,
y: -2450,
width: 25,
height: 750,
color: "#d0d0d2"
});
//3 platforms that lead to exit
spawn.mapRect(-3440, -2875, 155, 25);
spawn.mapRect(-3025, -2775, 125, 25);
spawn.mapRect(-2525, -2475, 125, 25);
spawn.bodyRect(-2600, -2500, 225, 20, 0.7);
spawn.bodyRect(-3350, -2900, 25, 25, 0.5);
spawn.bodyRect(-3400, -2950, 50, 75, 0.5);
//foreground
level.fill.push({
x: -1650,
y: -1575,
width: 550,
height: 425,
color: "rgba(0,0,0,0.12)"
});
level.fill.push({
x: -2600,
y: -1675,
width: 450,
height: 1125,
color: "rgba(0,0,0,0.12)"
});
level.fill.push({
x: -3425,
y: -2150,
width: 525,
height: 1550,
color: "rgba(0,0,0,0.12)"
});
level.fill.push({
x: -1850,
y: -1150,
width: 2025,
height: 1150,
color: "rgba(0,0,0,0.12)"
});
//hidden zone
level.fill.push({
x: -4450,
y: -955,
width: 1025,
height: 360,
color: "rgba(64,64,64,0.97)"
});
powerUps.spawn(-4300, -700, "heal");
powerUps.spawn(-4200, -700, "ammo");
powerUps.spawn(-4000, -700, "ammo");
spawn.mapRect(-4450, -1000, 100, 500);
spawn.bodyRect(-3576, -750, 150, 150);
//building 1
spawn.bodyRect(-1000, -675, 25, 25);
spawn.mapRect(-2225, 0, 2475, 150);
spawn.mapRect(175, -1000, 75, 1100);
spawn.mapRect(-175, -985, 25, 175);
spawn.bodyRect(-170, -810, 14, 160, 1, spawn.propsFriction); //door to starting room
spawn.mapRect(-600, -650, 825, 50);
spawn.mapRect(-1300, -650, 500, 50);
spawn.mapRect(-175, -250, 425, 300);
spawn.bodyRect(-75, -300, 50, 50);
// spawn.boost(-750, 0, 0, -0.01);
spawn.boost(-750, 0, 1700);
spawn.bodyRect(-425, -1375, 400, 225);
spawn.mapRect(-1125, -1575, 50, 475);
spawn.bodyRect(-1475, -1275, 250, 125);
spawn.bodyRect(-825, -1160, 250, 10);
spawn.mapRect(-1650, -1575, 400, 50);
spawn.mapRect(-600, -1150, 850, 175);
spawn.mapRect(-1850, -1150, 1050, 175);
spawn.bodyRect(-1907, -1600, 550, 25);
if (game.difficulty < 4) {
spawn.bodyRect(-1600, -125, 125, 125);
spawn.bodyRect(-1560, -200, 75, 75);
} else {
spawn.bodyRect(-1200, -125, 125, 125);
spawn.bodyRect(-1160, -200, 75, 75);
}
//building 2
spawn.mapRect(-4450, -600, 2300, 750);
spawn.mapRect(-2225, -500, 175, 550);
// spawn.mapRect(-2600, -975, 450, 50);
spawn.boost(-2800, -600, 1700);
spawn.mapRect(-3450, -1325, 550, 50);
spawn.mapRect(-3425, -2200, 525, 50);
spawn.mapRect(-2600, -1700, 450, 50);
// spawn.mapRect(-2600, -2450, 450, 50);
spawn.bodyRect(-2275, -2700, 50, 60);
spawn.bodyRect(-2600, -1925, 250, 225);
spawn.bodyRect(-3415, -1425, 100, 100);
spawn.bodyRect(-3400, -1525, 100, 100);
spawn.bodyRect(-3305, -1425, 100, 100);
//building 3
spawn.mapRect(-4450, -1750, 1025, 1000);
spawn.mapRect(-3750, -2000, 175, 275);
spawn.mapRect(-4000, -2350, 275, 675);
// spawn.mapRect(-4450, -2650, 475, 1000);
spawn.mapRect(-4450, -2775, 475, 1125);
spawn.bodyRect(-3715, -2050, 50, 50);
spawn.bodyRect(-3570, -1800, 50, 50);
spawn.bodyRect(-2970, -2250, 50, 50);
spawn.bodyRect(-3080, -2250, 40, 40);
spawn.bodyRect(-3420, -650, 50, 50);
//exit
spawn.mapRect(-4450, -3075, 25, 300);
spawn.mapRect(-4450, -3075, 450, 25);
spawn.mapRect(-4025, -3075, 25, 100);
spawn.mapRect(-4275, -2785, 100, 25);
if (game.difficulty < 4) spawn.bodyRect(-3760, -2400, 50, 50);
//mobs
spawn.randomMob(-2500, -2700, 1);
spawn.randomMob(-3200, -750, 1);
spawn.randomMob(-1875, -775, 0.2);
spawn.randomMob(-950, -1675, 0.2);
spawn.randomMob(-1525, -1750, 0.2);
spawn.randomMob(-1375, -1400, 0.2);
spawn.randomMob(-1625, -1275, 0.2);
spawn.randomMob(-1900, -1250, 0.2);
spawn.randomMob(-2250, -1850, 0.2);
spawn.randomMob(-2475, -2200, 0.2);
spawn.randomMob(-3000, -1475, 0.2);
spawn.randomMob(-3850, -2500, 0.2);
spawn.randomMob(-3650, -2125, 0.2);
spawn.randomMob(-4010, -3200, 0.2);
spawn.randomMob(-3500, -1825, 0.2);
spawn.randomMob(-975, -100, 0);
spawn.randomMob(-1050, -725, 0.2);
spawn.randomMob(-1525, -100, 0);
spawn.randomMob(-525, -1700, -0.1);
spawn.randomMob(-125, -1500, -0.1);
spawn.randomMob(-325, -1900, -0.1);
spawn.randomMob(-550, -100, -0.1);
spawn.randomBoss(-3250, -2700, 0.2);
spawn.randomBoss(-2450, -1100, 0);
if (game.difficulty > 3) spawn.randomLevelBoss(-2400, -3000);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
warehouse() {
level.bossKilled = false; // if a boss needs to be killed
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(25, -55); //normal spawn
level.exit.x = 425;
level.exit.y = -30;
level.defaultZoom = 1300
game.zoomTransition(level.defaultZoom)
spawn.debris(-2250, 1330, 3000, 6); //16 debris per level
spawn.debris(-3000, -800, 3280, 6); //16 debris per level
spawn.debris(-1400, 410, 2300, 5); //16 debris per level
powerUps.spawnStartingPowerUps(25, 500);
document.body.style.backgroundColor = "#dcdcde" //"#f2f5f3";
//background
const BGColor = "rgba(0,0,0,0.1)";
level.fill.push({
x: -3025,
y: 50,
width: 4125,
height: 1350,
color: BGColor
});
level.fill.push({
x: -1800,
y: -500,
width: 1625,
height: 550,
color: BGColor
});
level.fill.push({
x: -175,
y: -250,
width: 350,
height: 300,
color: BGColor
});
level.fill.push({
x: -2600,
y: -150,
width: 700,
height: 200,
color: BGColor
});
level.fillBG.push({
x: 300,
y: -250,
width: 350,
height: 250,
color: "#cff"
});
spawn.mapRect(-1500, 0, 2750, 100);
spawn.mapRect(175, -270, 125, 300);
spawn.mapRect(-1900, -600, 1775, 100);
spawn.mapRect(-1900, -550, 100, 1250);
//house
spawn.mapRect(-175, -550, 50, 400);
spawn.mapRect(-175, -10, 350, 50);
spawn.mapRect(-25, -20, 100, 50);
//exit house
spawn.mapRect(300, -10, 350, 50);
spawn.mapRect(-150, -300, 800, 50);
spawn.mapRect(600, -275, 50, 75);
spawn.mapRect(425, -20, 100, 25);
// spawn.mapRect(-1900, 600, 2700, 100);
spawn.mapRect(1100, 0, 150, 1500);
spawn.mapRect(-2850, 1400, 4100, 100);
spawn.mapRect(-2375, 875, 1775, 75);
spawn.mapRect(-1450, 865, 75, 435);
spawn.mapRect(-1450, 662, 75, 100);
spawn.bodyRect(-1418, 773, 11, 102, 1, spawn.propsFriction); //blocking path
spawn.mapRect(-2950, 1250, 175, 250);
spawn.mapRect(-3050, 1100, 150, 400);
spawn.mapRect(-3150, 50, 125, 1450);
spawn.mapRect(-2375, 600, 3175, 100);
spawn.mapRect(-2125, 400, 250, 275);
// spawn.mapRect(-1950, -400, 100, 25);
spawn.mapRect(-3150, 50, 775, 100);
spawn.mapRect(-2600, -250, 775, 100);
spawn.bodyRect(-1450, -125, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: -1650,
y: -500
},
bodyB: body[body.length - 1],
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(600, 525, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 950,
y: 100
},
bodyB: body[body.length - 1],
stiffness: 0.0001815,
length: 1
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: -2575,
y: 150
},
bodyB: body[body.length - 1],
stiffness: 0.0005,
length: 566
});
World.add(engine.world, cons[cons.length - 1]);
//blocks
spawn.bodyRect(-165, -150, 30, 35, 1);
spawn.bodyRect(-165, -115, 30, 35, 1);
spawn.bodyRect(-165, -80, 30, 35, 1);
spawn.bodyRect(-165, -45, 30, 35, 1);
spawn.bodyRect(-750, 400, 150, 150, 0.5);
spawn.bodyRect(-400, 1175, 100, 250, 1); //block to get to top path on bottom level
spawn.bodyRect(-2525, -50, 145, 100, 0.5);
spawn.bodyRect(-2325, -300, 150, 100, 0.5);
spawn.bodyRect(-1275, -750, 200, 150, 0.5); //roof block
spawn.bodyRect(-525, -700, 125, 100, 0.5); //roof block
//mobs
spawn.randomSmallMob(-1125, 550);
spawn.randomSmallMob(-2325, 800);
spawn.randomSmallMob(-2950, -50);
spawn.randomSmallMob(825, 300);
spawn.randomSmallMob(-900, 825);
spawn.randomMob(-2025, 175, 0.6);
spawn.randomMob(-2325, 450, 0.6);
spawn.randomMob(-2925, 675, 0.5);
spawn.randomMob(-2700, 300, 0.2);
spawn.randomMob(-2500, 300, 0.2);
spawn.randomMob(-2075, -425, 0.2);
spawn.randomMob(-1550, -725, 0.2);
spawn.randomMob(375, 1100, 0.1);
spawn.randomMob(-1425, -100, 0.1);
spawn.randomMob(-800, -750, 0);
spawn.randomMob(400, -350, 0);
spawn.randomMob(650, 1300, 0);
spawn.randomMob(-750, -150, 0);
spawn.randomMob(475, 300, 0);
spawn.randomMob(-75, -700, 0);
spawn.randomMob(900, -200, -0.1);
spawn.randomBoss(-125, 275, -0.2);
spawn.randomBoss(-825, 1000, 0.2);
spawn.randomBoss(-1300, -1100, -0.3);
if (game.difficulty > 3) {
if (Math.random() < 0.1) {
spawn.randomLevelBoss(-800, -1300)
} else {
spawn.snakeBoss(-1300 + Math.random() * 2000, -2200); //boss snake with head
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
office() {
level.bossKilled = false; // if a boss needs to be killed
let button, door
if (Math.random() < 0.75) { //normal direction start in top left
button = level.button(525, 0)
door = level.door(1362, -200, 25, 200, 195)
level.setPosToSpawn(1375, -1550); //normal spawn
level.exit.x = 3250;
level.exit.y = -530;
// spawn.randomSmallMob(3550, -550);
level.fillBG.push({
x: 3050,
y: -950,
width: 625,
height: 500,
color: "#dff"
});
} else { //reverse direction, start in bottom right
button = level.button(4300, 0)
door = level.door(3012, -200, 25, 200, 195)
level.setPosToSpawn(3250, -550); //normal spawn
level.exit.x = 1375;
level.exit.y = -1530;
// spawn.bodyRect(3655, -650, 40, 150); //door
level.fillBG.push({
x: 725,
y: -1950,
width: 825,
height: 450,
color: "#dff"
});
}
level.custom = () => {
button.query();
button.draw();
if (button.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
level.playerExitCheck();
};
level.customTopLayer = () => {
door.draw();
};
level.defaultZoom = 1400
game.zoomTransition(level.defaultZoom)
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
document.body.style.backgroundColor = "#e0e5e0";
// foreground
level.fill.push({
x: -550,
y: -1700,
width: 1300,
height: 1700,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 750,
y: -1450,
width: 650,
height: 1450,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 750,
y: -1950,
width: 800,
height: 450,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 3000,
y: -1000,
width: 650,
height: 1000,
color: "rgba(0,0,0,0.1)"
});
level.fill.push({
x: 3650,
y: -1300,
width: 1300,
height: 1300,
color: "rgba(0,0,0,0.1)"
});
spawn.debris(-300, -200, 1000, 4); //ground debris //16 debris per level
spawn.debris(3500, -200, 800, 4); //ground debris //16 debris per level
spawn.debris(-300, -650, 1200, 4); //1st floor debris //16 debris per level
spawn.debris(3500, -650, 800, 5); //1st floor debris //16 debris per level
powerUps.spawnStartingPowerUps(-525, -700);
spawn.mapRect(-600, 0, 2000, 325); //ground
spawn.mapRect(1400, 25, 1600, 300); //ground
spawn.mapRect(3000, 0, 2000, 325); //ground
spawn.mapRect(-600, -1700, 50, 2000 - 100); //left wall
spawn.bodyRect(-295, -1540, 40, 40); //center block under wall
spawn.bodyRect(-298, -1580, 40, 40); //center block under wall
spawn.bodyRect(1500, -1540, 30, 30); //left of entrance
spawn.mapRect(1550, -2000, 50, 550); //right wall
spawn.mapRect(1350, -2000 + 505, 50, 1295); //right wall
spawn.mapRect(-600, -2000 + 250, 2000 - 700, 50); //roof left
spawn.mapRect(-600 + 1300, -2000, 50, 300); //right roof wall
spawn.mapRect(-600 + 1300, -2000, 900, 50); //center wall
map[map.length] = Bodies.polygon(725, -1700, 0, 15); //circle above door
spawn.bodyRect(720, -1675, 15, 170, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//makes door swing
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - 1],
pointA: {
x: 0,
y: -90
},
bodyB: map[map.length - 1],
stiffness: 1
});
World.add(engine.world, consBB[consBB.length - 1]);
spawn.mapRect(-600 + 300, -2000 * 0.75, 1900, 50); //3rd floor
spawn.mapRect(-600 + 2000 * 0.7, -2000 * 0.74, 50, 375); //center wall
spawn.bodyRect(-600 + 2000 * 0.7, -2000 * 0.5 - 106, 50, 106); //center block under wall
spawn.mapRect(-600, -1000, 1100, 50); //2nd floor
spawn.mapRect(600, -1000, 500, 50); //2nd floor
spawn.spawnStairs(-600, -1000, 4, 250, 350); //stairs 2nd
spawn.mapRect(375, -600, 350, 150); //center table
spawn.mapRect(-600 + 300, -2000 * 0.25, 2000 - 300, 50); //1st floor
spawn.spawnStairs(-600 + 2000 - 50, -500, 4, 250, 350, true); //stairs 1st
spawn.spawnStairs(-600, 0, 4, 250, 350); //stairs ground
spawn.bodyRect(700, -200, 100, 100); //center block under wall
spawn.bodyRect(700, -300, 100, 100); //center block under wall
spawn.bodyRect(700, -400, 100, 100); //center block under wall
spawn.mapRect(1390, 13, 30, 20); //step left
spawn.mapRect(2980, 13, 30, 20); //step right
spawn.bodyRect(4250, -700, 50, 100);
spawn.mapRect(3000, -1000, 50, 800); //left wall
spawn.mapRect(3000 + 2000 - 50, -1300, 50, 1100); //right wall
spawn.mapRect(4150, -600, 350, 150); //table
spawn.mapRect(3650, -1300, 50, 650); //exit wall
spawn.mapRect(3650, -1300, 1350, 50); //exit wall
spawn.bodyRect(3665, -650, 20, 150); //door
spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof
spawn.mapRect(3000, -2000 * 0.25, 2000 - 300, 50); //1st floor
spawn.spawnStairs(3000 + 2000 - 50, 0, 4, 250, 350, true); //stairs ground
spawn.randomSmallMob(4575, -560, 1);
spawn.randomSmallMob(1315, -880, 1);
spawn.randomSmallMob(800, -600);
spawn.randomSmallMob(-100, -1600);
spawn.randomMob(4100, -225, 0.8);
spawn.randomMob(-250, -700, 0.8);
spawn.randomMob(4500, -225, 0.15);
spawn.randomMob(3250, -225, 0.15);
spawn.randomMob(-100, -225, 0.1);
spawn.randomMob(1150, -225, 0.15);
spawn.randomMob(2000, -225, 0.15);
spawn.randomMob(450, -225, 0.15);
spawn.randomMob(100, -1200, 1);
spawn.randomMob(950, -1150, -0.1);
spawn.randomBoss(1800, -800, -0.2);
spawn.randomBoss(4150, -1000, 0.6);
if (game.difficulty > 3) {
if (Math.random() < 0.65) {
// tether ball
level.fillBG.push({
x: 2495,
y: -500,
width: 10,
height: 525,
color: "#ccc"
});
spawn.tetherBoss(2850, -80)
cons[cons.length] = Constraint.create({
pointA: {
x: 2500,
y: -500
},
bodyB: mob[mob.length - 1],
stiffness: 0.00012
});
World.add(engine.world, cons[cons.length - 1]);
//chance to spawn a ring of exploding mobs around this boss
if (game.difficulty > 6) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105);
} else {
spawn.randomLevelBoss(2200, -650)
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
stronghold() { // player made level by Francois 👑 from discord
level.custom = () => {
level.playerExitCheck();
};
level.customTopLayer = () => {};
level.setPosToSpawn(1900, -40); //normal spawn
level.exit.x = -350;
level.exit.y = -1250;
level.defaultZoom = 1400
game.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";
// game.draw.mapFill = "#444"
// game.draw.bodyFill = "rgba(140,140,140,0.85)"
// game.draw.bodyStroke = "#222"
level.fillBG.push({
x: -500,
y: -1220,
width: 550,
height: -480,
color: "#edf9f9"
});
level.fillBG.push({
x: 0,
y: -700,
width: 1050,
height: 700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: -550,
y: -1170,
width: 550,
height: 1170,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1150,
y: -1700,
width: 250,
height: 1700,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1100,
y: -1700,
width: 50,
height: 450,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1050,
y: -1200,
width: 100,
height: 1200,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1400,
y: -250,
width: 200,
height: -1500,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 1600,
y: -550,
width: 600,
height: -1150,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 2530,
y: -550,
width: 430,
height: -1450,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3270,
y: -1700,
width: 80,
height: 600,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3350,
y: -1350,
width: 700,
height: 230,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 4050,
y: -1700,
width: 600,
height: 1290,
color: "rgba(0,0,0,0.1)"
});
level.fillBG.push({
x: 3650,
y: -110,
width: 1000,
height: 170,
color: "rgba(0,0,0,0.1)"
});
// __________________________________________________________________________________________________
// Spawn Box
spawn.mapRect(1600, -500, 50, 500); //Left Wall
spawn.mapRect(1600, -550, 1500, 50); //Roof
spawn.mapRect(2300, -500, 50, 300); //Right Wall
spawn.mapRect(-550, 0, 4300, 200); //ground
spawn.mapRect(3700, 55, 1300, 145); //2nd ground
spawn.mapRect(5000, 0, 50, 200); //Last small part of the ground
spawn.mapRect(3100, -1070, 50, 570); // vertical 2nd roof
spawn.mapRect(3100, -1120, 950, 50); // Horizontal 2nd Roof
spawn.mapRect(4050, -1750, 600, 50); // Roof after lift
spawn.mapRect(4600, -1700, 50, 100); // Petit retour de toit, après ascenseur
//Spawn "Upstairs"
spawn.mapRect(3650, -160, 400, 50); //Thin Walk
spawn.mapRect(4050, -410, 600, 300); //Large staircase block
spawn.mapRect(4600, -1120, 50, 710); //Left Wall Wall upstairs
spawn.mapRect(4550, -1170, 100, 50); //Bloque ascenseur
spawn.mapVertex(3700, 35, "0 0 450 0 300 -60 150 -60"); //first slope
spawn.mapVertex(4850, 35, "0 0 370 0 370 -65 150 -65"); //second slope
spawn.boost(4865, 0, 1800); // right boost
spawn.bodyRect(3950, -280, 170, 120); //Bloc Marche Pour Monter À Ascenseur
// spawn.bodyRect(-2700, 1150, 100, 160, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2550, 1150, 200, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4050, -500, 275, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(4235, -500, 275, 100, 1, spawn.propsSlide); //weight
// spawn.bodyRect(-2775, 1300, 400, 100, 1, spawn.propsHoist); //hoist
spawn.bodyRect(4025, -450, 550, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 4325,
y: -1700,
},
bodyB: body[body.length - 1],
stiffness: 0.0002, //1217,
length: 200
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(2799, -870, 310, 290); //Gros bloc angle toit
spawn.mapRect(4000, -1750, 50, 400); //Right Wall Cuve
spawn.mapRect(3400, -1400, 600, 50); // Bottom Cuve
spawn.mapRect(3350, -1750, 50, 400); // Left Wall Cuve
spawn.bodyRect(3400, -1470, 110, 70); //Moyen bloc dans la cuve
spawn.mapRect(3270, -1750, 80, 50); // Rebord gauche cuve
spawn.mapRect(2530, -2000, 430, 50); //First Plateforme
spawn.mapRect(1600, -1750, 600, 50); // Middle plateforme
spawn.mapRect(1100, -1750, 300, 50); //Derniere plateforme // Toit petite boite en [
spawn.bodyRect(1830, -1980, 190, 230); // Fat bloc plateforme middle
spawn.bodyRect(1380, -1770, 250, 20) // Pont last plateforme
spawn.mapRect(1000, -1250, 400, 50); //Sol de la petite boite en [
spawn.mapRect(1100, -1550, 50, 190); //Mur gauche petite boite en [
spawn.bodyRect(1100, -1380, 48, 109); //Bloc-porte petite boite en [
spawn.mapRect(-100, -750, 1100, 50); //Sol last salle
spawn.mapRect(1000, -1200, 50, 500) // Mur droit last salle
spawn.mapRect(50, -1550, 1050, 50); // Toit last salle
spawn.bodyRect(1, -900, 48, 150); //Bloc porte last salle
spawn.mapRect(0, -1170, 50, 270); //Mur gauche en bas last salle
spawn.bodyRect(920, -900, 120, 120); //Gros bloc last salle
spawn.mapRect(0, -1700, 50, 320); // Mur droit salle exit / Mur gauche last salle
spawn.mapRect(-550, -1220, 600, 50); // Sol exit room
spawn.mapRect(-500, -1750, 550, 50); // Toit exit room
spawn.mapRect(-550, -1750, 50, 530); // Mur gauche exit room
spawn.bodyRect(-503, -1250, 30, 30); // Petit bloc exit room
spawn.mapRect(500, -700, 100, 590); //Bloc noir un dessous last salle
spawn.mapRect(1350, -250, 250, 250); //Black Block left from the spawn
spawn.boost(1470, -250, 1080);
spawn.boost(-370, 0, 800);
map[map.length] = Bodies.polygon(2325, -205, 0, 15); //circle above door
spawn.bodyRect(2325, -180, 15, 170, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//makes door swing
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - 1],
pointA: {
x: 0,
y: -90
},
bodyB: map[map.length - 1],
stiffness: 1
});
World.add(engine.world, consBB[consBB.length - 1]);
spawn.bodyRect(650, 50, 70, 50);
spawn.bodyRect(300, 0, 100, 60);
spawn.bodyRect(400, 0, 100, 150);
spawn.bodyRect(2545, -50, 70, 50);
spawn.bodyRect(2550, 0, 100, 30);
spawn.randomSmallMob(200, -1300, 0.5);
spawn.randomSmallMob(300, -1300, 0.9);
spawn.randomSmallMob(470, -650, 1);
spawn.randomSmallMob(1000, -400, 1);
spawn.randomSmallMob(2550, -560, 1);
spawn.randomSmallMob(3350, -900, 1);
spawn.randomSmallMob(3600, -1210, 1);
spawn.randomSmallMob(700, -1950, 0.2);
spawn.randomSmallMob(5050, -550);
spawn.randomMob(-250, -250, 0.8);
spawn.randomMob(-300, -600, 0.6);
spawn.randomMob(350, -900, 0.5);
spawn.randomMob(770, -950, 0.8)
spawn.randomMob(900, -160, 1);
spawn.randomMob(2360, -820, 0.8);
spawn.randomMob(2700, -2020, 0.8);
spawn.randomMob(3050, -1650, 0.8);
spawn.randomMob(3350, -600, 0.8);
spawn.randomMob(4400, -50, 1);
spawn.randomBoss(1500, -1900, 0.5);
spawn.randomBoss(2350, -850, 1);
spawn.randomBoss(100, -450, 0.9);
if (game.difficulty > 3) spawn.randomLevelBoss(1850, -1400);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
basement() { // player made level by Francois 👑 from discord
let button, door, buttonDoor, buttonPlateformEnd, doorPlateform
let isLevelReversed = Math.random();
if (isLevelReversed < 0.7) {
isLevelReversed = false;
} else {
isLevelReversed = true;
}
const elevator = level.platform(4545, -200, 110, 30, -20)
const hazard = level.hazard(1675, -1050, 800, 150);
const portal = level.portal({
x: -620,
y: -257
}, Math.PI / 2, { //down
x: 500,
y: 2025
}, -Math.PI / 2) //up
spawn.mapRect(350, 2025, 300, 300); //Bloc portail n°2
if (isLevelReversed === false) { /// Normal Spawn
button = level.button(2700, -1150);
level.setPosToSpawn(2600, -2050); //normal spawn
level.exit.x = level.enter.x + 4510;
level.exit.y = level.enter.y + 600;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
} else { /// Reversed spawn
button = level.button(1450, -1150);
buttonPlateformEnd = level.button(3530, -1150);
buttonDoor = level.button(8033, -3625);
door = level.door(7700, -3905, 25, 184, 184);
doorPlateform = level.door(3200, -1225, 299, 80, 525);
level.setPosToSpawn(7110, -1450); //normal spawn
level.exit.x = level.enter.x - 4510;
level.exit.y = level.enter.y - 600;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(7675, -3935, 75, 25);
spawn.mapRect(7675, -3715, 75, 25);
spawn.bodyRect(8075, -3675, 50, 25);
}
level.custom = () => {
level.playerExitCheck();
portal[2].query()
portal[3].query()
button.query();
button.draw();
if (isLevelReversed === true) { ///Reversed spawn
buttonDoor.draw();
buttonDoor.query();
buttonPlateformEnd.draw();
buttonPlateformEnd.query();
// hazard.query(); //bug reported from discord?
if (buttonDoor.isUp) {
door.isOpen = false
} else {
door.isOpen = true
}
door.openClose();
if (buttonPlateformEnd.isUp) {
doorPlateform.isOpen = true;
} else {
doorPlateform.isOpen = false;
}
door.openClose();
doorPlateform.openClose();
}
hazard.level(button.isUp)
};
level.customTopLayer = () => {
if (isLevelReversed === true) {
door.draw();
doorPlateform.draw();
}
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
hazard.draw();
//elevator
if (elevator.pauseUntilCycle < game.cycle && !mech.isBodiesAsleep) {
if (elevator.plat.position.y > -200) { //bottom
elevator.plat.speed = -20
elevator.pauseUntilCycle = game.cycle + 90
} else if (elevator.plat.position.y < -3000) { //top
elevator.plat.speed = 30
elevator.pauseUntilCycle = game.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
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#c7c7c7";
// GROUND //
spawn.mapRect(-400, -2000, 400, 1430); //Gros left wall
spawn.mapRect(3700, -3000, 700, 2650); //Gros right wall //Puit
spawn.mapRect(-400, -2000, 3700, 250); //Ground
spawn.mapRect(2475, -1150, 1225, 250);
spawn.mapRect(500, -1150, 1175, 250); //Ground level 3
spawn.mapRect(350, -180, 4600, 1255); // Last ground
spawn.mapRect(-400, -458, 750, 3337); //mur left sous-sol
spawn.mapRect(-2850, -3375, 5300, 1375);
spawn.mapRect(-2850, -4200, 8000, 825);
spawn.mapRect(3700, -3375, 550, 375);
spawn.mapRect(-2850, -5200, 10200, 1000);
spawn.mapRect(5600, -1250, 3550, 2000);
spawn.mapRect(9150, -5200, 1725, 5800);
// SPAWN BOX //
spawn.mapRect(2300, -3375, 950, 1000);
spawn.mapRect(3550, -3375, 150, 1625);
spawn.mapVertex(2020, -791, " 250 250 -860 250 -2200 0 250 0"); //map vertex en haut
spawn.mapVertex(690, -295, "1700 0 -200 0 -200 -284 500 -284"); //map vertex en bas
spawn.mapRect(2950, -900, 750, 250); //Extension ground apres map vertex
if (isLevelReversed === false) {
spawn.mapRect(3250, -1800, 50, 150); //Petit picot en haut, à gauche
spawn.mapRect(3400, -1800, 50, 150); //Petit picot en haut, à droite
spawn.mapRect(3150, -1300, 50, 200) //Petit picot en bas, à gauche
spawn.mapRect(3500, -1300, 50, 200) //Petit picot en bas, à droite
spawn.mapRect(3050, -3375, 500, 1260);
spawn.mapRect(3400, -2265, 150, 515); //Mur fond tunnel
spawn.bodyRect(3625, -1225, 75, 75); //Pitit bloc à droite en bas spawn
} else {
spawn.mapRect(3050, -3375, 500, 1000);
spawn.mapRect(3400, -2400, 150, 650); //Mur fond tunnel
spawn.bodyRect(3425, -1515, 75, 75); //Petit en bas spawn
spawn.mapRect(3200, -1275, 300, 175);
}
// TRAMPOLING //
if (isLevelReversed === false) { /// Normal spawn
spawn.bodyRect(0, -1000, 500, 120, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 250,
y: -1750,
},
bodyB: body[body.length - 1],
stiffness: 0.00014,
length: 120
});
World.add(engine.world, cons[cons.length - 1]);
spawn.bodyRect(0, -1250, 240, 190) //Fat cube ascenseur
} else { /// Reversed spawn
spawn.bodyRect(0, -650, 225, 175);
spawn.mapRect(425, -950, 175, 50);
spawn.mapRect(-25, -1150, 100, 50);
}
// PUIT //
spawn.mapVertex(4200, -1810, "0 0 450 0 600 -2500 0 -2500")
spawn.mapVertex(5000, -1809, "0 0 450 0 450 -2500 -150 -2500")
spawn.mapRect(4800, -3000, 800, 5875); //big right Puit
// BOSS AREA //
spawn.mapRect(4800, -3150, 50, 200); //Premiere barriere
spawn.mapRect(5100, -3530, 50, 380); //2nd barriere
spawn.mapRect(5100, -3200, 150, 50); //Marche en dessous mapVertex 1
spawn.mapVertex(5450, -3650, "220 0 200 30 -200 30 -220 0 -200 -30 200 -30");
spawn.mapVertex(6225, -3350, "275 0 250 50 -250 50 -275 0 -250 -50 250 -50");
spawn.mapRect(5600, -3000, 1600, 725); //ground Boss Area
//Ouverture right boss area
spawn.mapRect(7300, -3325, 50, 50); //petite marche pour accéder à l'ouverture
spawn.mapRect(7350, -4075, 850, 50); //Bouche
spawn.mapRect(7400, -4050, 800, 50); //Bouche
spawn.mapRect(7450, -4025, 750, 50); //Bouche
spawn.mapRect(7500, -4000, 700, 50); //Bouche
spawn.mapRect(7550, -3975, 650, 50); //Bouche
spawn.mapRect(7350, -3600, 850, 50); //Bouche
spawn.mapRect(7400, -3625, 800, 50); //Bouche
spawn.mapRect(7450, -3650, 575, 50); //Bouche
spawn.mapRect(7500, -3675, 525, 50); //Bouche
spawn.mapRect(7550, -3700, 475, 50); //Bouche
spawn.boost(8290, -2100, 1800);
//Murs
spawn.mapRect(7350, -5200, 1800, 1125);
spawn.mapRect(8475, -4075, 675, 2825);
spawn.mapRect(7300, -2100, 1175, 850);
spawn.mapRect(7350, -3550, 850, 1275);
//Escaliers
spawn.mapRect(6600, -2100, 200, 75); //escaliers
spawn.mapRect(6750, -2100, 750, 250); //escaliers
spawn.mapRect(6950, -1850, 550, 200); //escaliers
spawn.mapRect(6750, -1400, 750, 150); //escaliers
spawn.mapRect(6550, -1625, 250, 375); //escaliers
spawn.mapRect(6350, -1800, 250, 550); //escaliers
spawn.mapRect(5600, -2275, 800, 1025); //escaliers
// BLOCS
if (isLevelReversed === false) { /// Normal spawn
spawn.bodyRect(1350, -1175, 225, 25);
spawn.bodyRect(1450, -1200, 25, 25);
} else { /// Reversed spawn
spawn.bodyRect(700, -1175, 225, 25);
spawn.bodyRect(800, -1200, 25, 25);
}
spawn.bodyRect(1100, -1375, 225, 225);
spawn.bodyRect(1775, -925, 75, 25);
spawn.bodyRect(2225, -950, 75, 50);
spawn.bodyRect(2000, -1000, 50, 100);
spawn.bodyRect(3100, -1175, 50, 25);
spawn.bodyRect(2200, -375, 50, 50);
spawn.bodyRect(2200, -425, 50, 50);
spawn.bodyRect(2200, -475, 50, 50);
spawn.bodyRect(2200, -525, 50, 50);
spawn.bodyRect(1050, -400, 50, 25);
spawn.mapRect(2200, -650, 50, 125);
spawn.mapRect(2200, -325, 50, 150);
spawn.mapRect(2875, -225, 250, 50);
spawn.mapRect(2050, -1225, 75, 100); //Plateforme over acid
// MOBS
if (isLevelReversed === false) { ///Normal spawn
if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(7000, -3300)
cons[cons.length] = Constraint.create({
pointA: {
x: 7300,
y: -3300
},
bodyB: mob[mob.length - 1],
stiffness: 0.00006
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(7000, -3300, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(6100, -3600, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss"]);
}
}
} else { /// Reversed spawn
if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(2300, -1300)
cons[cons.length] = Constraint.create({
pointA: {
x: 2300,
y: -1750
},
bodyB: mob[mob.length - 1],
stiffness: 0.00036
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(2350, -1300, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(2300, -1400, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "snakeBoss"]);
}
}
}
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.randomBoss(900, -1450, 0.3);
spawn.randomBoss(2980, -400, 0.3);
spawn.randomBoss(5750, -3860, 0.4);
spawn.randomBoss(1130, 1300, 0.1);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
powerUps.spawn(1900, -940, "heal");
powerUps.spawn(3000, -230, "heal");
powerUps.spawn(5450, -3675, "ammo");
// SECRET BOSS AREA //
//hidden zone
level.fill.push({
x: -750,
y: -900,
width: 750,
height: 450,
color: "rgba(61,62,62,0.95)"
});
//hidden house
spawn.mapRect(-850, -2000, 600, 1150); //Toit hidden house
spawn.mapRect(-2850, -2000, 2150, 4880); //Mur gauche hidden house
spawn.mapRect(-850, -458, 500, 3340); //Bloc sol hidden house
//
spawn.mapRect(-400, 2025, 3450, 850); //Sol secret boss area
spawn.mapRect(625, 1300, 225, 50); //Plateforme horizontale n°1
spawn.mapRect(850, 1775, 470, 50); //Plateforme horizontale n°2
spawn.mapRect(1000, 1625, 100, 150); //Plateforme vertiale n°1
spawn.mapRect(1400, 1275, 100, 100); //Plateforme carrée
spawn.mapRect(1700, 1675, 75, 450); //Plateforme verticale n°2
spawn.mapRect(2100, 1375, 450, 50); //Plateforme accroche boss
spawn.mapRect(2900, 900, 175, 325); //Débord de toit droite haut
spawn.mapRect(2900, 1675, 150, 350); //Muret en bas à droite
spawn.mapRect(2900, 1225, 75, 100); //Picot haut entrée salle trésor
spawn.mapRect(2900, 1575, 75, 100); //Picot bas entrée salle trésor
spawn.mapRect(2800, 1575, 100, 25); //Plongeoir sortie salle trésor
spawn.mapRect(3050, 1675, 400, 1200); //Sol sallle trésor
spawn.mapRect(3075, 1075, 375, 150); //Plafond salle trésor
spawn.mapRect(3300, 1075, 1500, 1800); //Mur droite salle trésor
// tether ball
spawn.tetherBoss(2330, 1850)
cons[cons.length] = Constraint.create({
pointA: {
x: 2330,
y: 1425
},
bodyB: mob[mob.length - 1],
stiffness: 0.00017
});
World.add(engine.world, cons[cons.length - 1]);
//chance to spawn a ring of exploding mobs around this boss
if (game.difficulty > 4) spawn.nodeBoss(2330, 1850, "spawns", 8, 20, 105);
powerUps.chooseRandomPowerUp(3100, 1630);
},
detours() {
level.setPosToSpawn(0, 0); //lower start
level.exit.y = 150;
spawn.mapRect(level.enter.x, 45, 100, 20);
level.exit.x = 10625;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 1400;
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d5d5d5";
const BGColor = "rgba(0,0,0,0.1)";
level.fill.push({
x: -150,
y: -250,
width: 625,
height: 325,
color: BGColor
});
level.fill.push({
x: 475,
y: -520,
width: 5375,
height: 875,
color: BGColor
});
level.fill.push({
x: 5850,
y: -1275,
width: 2800,
height: 2475,
color: BGColor
});
level.fill.push({
x: 8650,
y: -500,
width: 1600,
height: 750,
color: BGColor
});
level.fill.push({
x: 10250,
y: -700,
width: 900,
height: 950,
color: BGColor
});
const balance = level.spinner(5500, -412.5, 25, 660) //entrance
const rotor = level.rotor(7000, 580, -0.001);
const doorSortieSalle = level.door(8590, -520, 20, 800, 750)
let buttonSortieSalle
let portalEnBas
let portalEnHaut
let door3isOpen = false;
function drawOnTheMapMapRect(x, y, dx, dy) {
spawn.mapRect(x, y, dx, dy);
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
game.draw.setPaths() //update map graphics
}
function drawOnTheMapBodyRect(x, y, dx, dy) {
spawn.bodyRect(x, y, dx, dy);
len = body.length - 1
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
World.add(engine.world, body[len]); //add to world
body[len].classType = "body"
}
function spawnCouloirEnHaut() {
level.fill.push({
x: 2575,
y: -1150,
width: 2550,
height: 630,
color: BGColor
});
level.fill.push({
x: 1900,
y: -2300,
width: 1650,
height: 1150,
color: BGColor
});
level.fill.push({
x: 3550,
y: -1625,
width: 1650,
height: 475,
color: BGColor
});
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);
buttonSortieSalle = level.button(3000, -1745)
spawn.mapVertex(3065, -1745, "100 10 -100 10 -70 -10 70 -10");
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
game.draw.setPaths() //update map graphics
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.randomBoss(2115, -2020, 0.1)
powerUps.spawn(5000, -1275, "heal");
levelCustom2();
}
//////////////////////////////////////////
level.custom = () => {
level.playerExitCheck();
rotor.rotate();
// rotor2.rotate()
};
level.customTopLayer = () => {
doorSortieSalle.draw();
ctx.fillStyle = "#233"
ctx.beginPath();
ctx.arc(balance.pointA.x, balance.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
};
////////////////////////////////////////
function levelCustom2() {
level.custom = () => {
portalEnHaut[2].query();
portalEnHaut[3].query();
rotor.rotate();
// rotor2.rotate
buttonSortieSalle.query();
buttonSortieSalle.draw();
////////////
if (buttonSortieSalle.isUp) {
doorSortieSalle.isOpen = door3isOpen;
} else {
doorSortieSalle.isOpen = false;
door3isOpen = false;
}
doorSortieSalle.openClose();
level.playerExitCheck();
};
// //////////////////////////////////////
level.customTopLayer = () => {
doorSortieSalle.draw();
portalEnHaut[0].draw();
portalEnHaut[1].draw();
portalEnHaut[2].draw();
portalEnHaut[3].draw();
ctx.fillStyle = "#233"
ctx.beginPath();
ctx.arc(balance.pointA.x, balance.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
};
}
//spawn box
spawn.mapRect(-200, -295, 75, 425);
spawn.mapRect(-200, 55, 700, 75);
spawn.mapRect(-200, -295, 700, 75);
spawn.bodyRect(470, -220, 25, 275); //porte spawn box
//couloir
spawn.mapRect(450, -520, 50, 300); //muret gauche haut
spawn.mapRect(450, 55, 50, 300); //muret gauche bas
spawn.mapRect(1700, -520, 50, 325); //muret 2 haut
spawn.mapRect(1700, 55, 50, 300); //muret 2 bas
spawn.mapRect(4375, 55, 50, 300);
spawn.mapRect(4575, 55, 50, 300);
spawn.bodyRect(4625, 155, 75, 100);
spawn.bodyRect(4725, 230, 50, 25);
if (Math.random() > 0.5) {
powerUps.chooseRandomPowerUp(4500, 200);
} else {
powerUps.chooseRandomPowerUp(8350, -630);
}
//blocs
spawn.bodyRect(7475, 1055, 50, 75);
spawn.bodyRect(7775, 1105, 25, 25);
spawn.bodyRect(6925, 1105, 125, 25);
spawn.bodyRect(6375, 380, 50, 50);
spawn.bodyRect(6425, -220, 125, 150);
spawn.bodyRect(6475, -245, 125, 25);
spawn.bodyRect(7675, -245, 100, 50);
spawn.bodyRect(7075, -520, 50, 100);
spawn.bodyRect(8400, -595, 100, 75);
spawn.bodyRect(1700, 5, 50, 50);
spawn.bodyRect(1700, -45, 50, 50);
spawn.bodyRect(1700, -95, 50, 50);
spawn.bodyRect(1700, -145, 50, 50);
spawn.bodyRect(1700, -195, 50, 50);
spawn.mapRect(450, -520, 1600, 100); //plafond 1
spawn.mapRect(450, 255, 1600, 100); //sol 1
spawn.mapRect(2250, -95, 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.randomBoss(8025, -845, 0.2);
// if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(8000, 630)
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
};
cons[cons.length] = Constraint.create({
pointA: {
x: 8550,
y: 680
},
bodyB: mob[mob.length - 1],
stiffness: 0.00015
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
};
}
// } else {
// spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
// let me = mob[mob.length - 1];
// me.onDeath = function () {
// spawnCouloirEnHaut()
// };
// }
},
house() {
const rotor = level.rotor(4315, -315, -0.0002, 120, 20, 200);
const hazard = level.hazard(4350, -1000, 300, 110);
const doorBedroom = level.door(1152, -1150, 25, 250, 250);
const doorGrenier = level.door(1152, -1625, 25, 150, 160);
const buttonBedroom = level.button(1250, -850);
const voletLucarne1 = level.door(1401, -2150, 20, 26, 28);
const voletLucarne2 = level.door(1401, -2125, 20, 26, 53);
const voletLucarne3 = level.door(1401, -2100, 20, 26, 78);
const voletLucarne4 = level.door(1401, -2075, 20, 26, 103);
const voletLucarne5 = level.door(1401, -2050, 20, 26, 128);
const voletLucarne6 = level.door(1401, -2025, 20, 26, 153);
let hasAlreadyBeenActivated = false;
let grd
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 3100;
level.exit.y = -2480;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 1800
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "rgb(170 170 170)"
level.custom = () => {
hazard.query();
buttonBedroom.query();
buttonBedroom.draw();
if (buttonBedroom.isUp) {
if (hasAlreadyBeenActivated == false) {
doorBedroom.isOpen = true;
doorGrenier.isOpen = true;
voletLucarne1.isOpen = true;
voletLucarne2.isOpen = true;
voletLucarne3.isOpen = true;
voletLucarne4.isOpen = true;
voletLucarne5.isOpen = true;
voletLucarne6.isOpen = true;
}
} else {
doorBedroom.isOpen = false;
doorGrenier.isOpen = false;
voletLucarne1.isOpen = false;
voletLucarne2.isOpen = false;
voletLucarne3.isOpen = false;
voletLucarne4.isOpen = false;
voletLucarne5.isOpen = false;
voletLucarne6.isOpen = false;
if (hasAlreadyBeenActivated == false) {
hasAlreadyBeenActivated = true;
}
}
doorBedroom.openClose();
doorGrenier.openClose();
voletLucarne1.openClose();
voletLucarne2.openClose();
voletLucarne3.openClose();
voletLucarne4.openClose();
voletLucarne5.openClose();
voletLucarne6.openClose();
rotor.rotate();
///
grd = ctx.createRadialGradient(512.5, -1025, 5, 512.5, -1025, 100);
grd.addColorStop(0, "rgb(255, 199, 43)");
grd.addColorStop(1, "rgb(170 170 170)");
ctx.fillStyle = grd;
ctx.fillRect(450, -1025, 125, 100);
///
grd = ctx.createRadialGradient(762.5, -1025, 5, 762.5, -1025, 100);
grd.addColorStop(0, "rgb(255, 199, 43, 1)");
grd.addColorStop(1, "rgb(170 170 170)");
ctx.fillStyle = grd;
ctx.fillRect(700, -1025, 125, 100);
///
ctx.lineWidth = 7;
ctx.strokeStyle = "#444444"
ctx.strokeRect(1650, -1300, 175, 150);
chair.force.y += chair.mass * game.g;
chair2.force.y += chair2.mass * game.g;
person.force.y += person.mass * game.g;
level.playerExitCheck();
};
level.customTopLayer = () => {
hazard.draw();
doorBedroom.draw();
doorGrenier.draw();
voletLucarne1.draw();
voletLucarne2.draw();
voletLucarne3.draw();
voletLucarne4.draw();
voletLucarne5.draw();
voletLucarne6.draw();
};
//colors
level.fillBG.push({
x: 1175,
y: -1425,
width: 4000,
height: 1200,
color: "rgb(221, 221, 221)"
})
level.fillBG.push({
x: 1650,
y: -1300,
width: 175,
height: 150,
color: "rgb(170 170 170)"
})
level.fillBG.push({ //lampadaire
x: 624,
y: -1150,
width: 28,
height: 1075,
color: "rgb(77, 76, 76)"
});
//tele
level.fillBG.push({ //zone 1
x: 3420,
y: -380,
width: 285,
height: 40,
color: "#ababab"
})
level.fillBG.push({ //poignée 1
x: 3555,
y: -367.5,
width: 15,
height: 15,
color: "#474747"
})
level.fillBG.push({ //entre-deux 1
x: 3418,
y: -344,
width: 288,
height: 8,
color: "#474747"
})
level.fillBG.push({ //zone 2
x: 3420,
y: -340,
width: 285,
height: 40,
color: "#ababab"
})
level.fillBG.push({ //poignée 2
x: 3555,
y: -327.5,
width: 15,
height: 15,
color: "#474747"
})
level.fillBG.push({ //entre-deux 2
x: 3418,
y: -304,
width: 288,
height: 8,
color: "#474747"
})
level.fillBG.push({ //zone 3
x: 3420,
y: -300,
width: 285,
height: 45,
color: "#ababab"
})
level.fillBG.push({ //poignée 3
x: 3555,
y: -285,
width: 15,
height: 15,
color: "#474747"
})
level.fillBG.push({ //door bathroom
x: 3800,
y: -1275,
width: 250,
height: 425,
color: "rgba(141, 141, 141,1)",
})
level.fillBG.push({ //door bathroom //top border
x: 3800,
y: -1275,
width: 250,
height: 3,
color: "#000",
})
level.fillBG.push({ //door bathroom //right border
x: 4048,
y: -1275,
width: 3,
height: 425,
color: "#000",
})
level.fillBG.push({ //door bathroom //left border
x: 3800,
y: -1275,
width: 3,
height: 425,
color: "#000",
})
level.fillBG.push({ //poignée door bathroom
x: 3830,
y: -1050,
width: 35,
height: 10,
color: "#000",
})
level.fillBG.push({ //background bathroom
x: 4050,
y: -1425,
width: 1125,
height: 600,
// color:"#c1d7db"
color: "rgba(225, 242, 245,0.6)"
})
level.fillBG.push({ //window
x: 1736,
y: -1300,
width: 3,
height: 150,
color: "#444"
})
level.fillBG.push({ //window
x: 1650,
y: -1224,
width: 175,
height: 3,
color: "#444"
})
let color = Math.random().toString(16).substr(-6);
level.fillBG.push({ //écran
x: 3375,
y: -625,
width: 375,
height: 175,
color: '#' + color
})
level.fill.push({ //hidden zone
x: 2800,
y: -400,
width: 275,
height: 175,
color: "rgba(64,64,64,0.97)"
})
function drawCarreaux(x, y, width, height) {
level.fillBG.push({ //carreaux
x: x,
y: y,
width: width,
height: height,
color: "rgba(166, 166, 166,0.8)"
})
}
for (let i = 0; i < 28; i++) {
drawCarreaux(4050 + i * 40, -1425, 1, 600);
}
for (let i = 0; i < 15; i++) {
drawCarreaux(4050, -1425 + i * 40, 1125, 2);
}
//chairs
const part1 = Matter.Bodies.rectangle(4525, -255, 25, 200, {
density: 0.0005,
isNotHoldable: true,
});
const part2 = Matter.Bodies.rectangle(4562, -235, 100, 25, {
density: 0.0005,
isNotHoldable: true,
});
const part3 = Matter.Bodies.rectangle(4600, -202, 25, 91.5, {
density: 0.0005,
isNotHoldable: true,
});
const part4 = Matter.Bodies.rectangle(5100, -255, 25, 200, {
density: 0.0005,
isNotHoldable: true,
});
const part5 = Matter.Bodies.rectangle(5063, -235, 100, 25, {
density: 0.0005,
isNotHoldable: true,
});
const part6 = Matter.Bodies.rectangle(5025, -202, 25, 91.5, {
density: 0.0005,
isNotHoldable: true,
});
chair = Body.create({
parts: [part1, part2, part3],
});
chair2 = Body.create({
parts: [part4, part5, part6],
});
World.add(engine.world, [chair]);
World.add(engine.world, [chair2]);
composite[composite.length] = chair;
composite[composite.length] = chair2;
body[body.length] = part1;
body[body.length] = part2;
body[body.length] = part3;
body[body.length] = part4;
body[body.length] = part5;
body[body.length] = part6;
setTimeout(function() {
chair.collisionFilter.category = cat.body;
chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
setTimeout(function() {
chair2.collisionFilter.category = cat.body;
chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
var head = Matter.Bodies.rectangle(300, -200 - 60, 34, 40, {
isNotHoldable: true,
});
var chest = Matter.Bodies.rectangle(300, -200, 55, 80, {
isNotHoldable: true,
});
var rightUpperArm = Matter.Bodies.rectangle(300 + 39, -200 - 15, 20, 40, {
isNotHoldable: true,
});
var rightLowerArm = Matter.Bodies.rectangle(300 + 39, -200 + 25, 20, 60, {
isNotHoldable: true,
});
var leftUpperArm = Matter.Bodies.rectangle(300 - 39, -200 - 15, 20, 40, {
isNotHoldable: true,
});
var leftLowerArm = Matter.Bodies.rectangle(300 - 39, -200 + 25, 20, 60, {
isNotHoldable: true,
});
var leftUpperLeg = Matter.Bodies.rectangle(300 - 20, -200 + 57, 20, 40, {
isNotHoldable: true,
});
var leftLowerLeg = Matter.Bodies.rectangle(300 - 20, -200 + 97, 20, 60, {
isNotHoldable: true,
});
var rightUpperLeg = Matter.Bodies.rectangle(300 + 20, -200 + 57, 20, 40, {
isNotHoldable: true,
});
var rightLowerLeg = Matter.Bodies.rectangle(300 + 20, -200 + 97, 20, 60, {
isNotHoldable: true,
});
//man
var person = Body.create({
parts: [chest, head, leftLowerArm, leftUpperArm,
rightLowerArm, rightUpperArm, leftLowerLeg,
rightLowerLeg, leftUpperLeg, rightUpperLeg
],
});
World.add(engine.world, [person]);
composite[composite.length] = person
body[body.length] = chest
body[body.length] = head
body[body.length] = part3
body[body.length] = leftLowerLeg
body[body.length] = leftUpperLeg
body[body.length] = leftUpperArm
body[body.length] = leftLowerArm
body[body.length] = rightLowerLeg
body[body.length] = rightUpperLeg
body[body.length] = rightLowerArm
body[body.length] = rightUpperArm
setTimeout(function() {
person.collisionFilter.category = cat.body;
person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000);
//rez de chaussée
spawn.mapRect(-200, 0, 5400, 100); //ground
spawn.mapRect(1150, -255, 4050, 355); //additionnal ground
spawn.mapRect(800, -255, 400, 90); //1st step
spawn.mapRect(650, -170, 550, 90); //2nd step
spawn.mapRect(500, -85, 700, 90); //3rd step
spawn.mapRect(1150, -850, 50, 175); //porte entrée
spawn.bodyRect(1162.5, -675, 25, 420) //porte entrée
spawn.mapRect(1150, -850, 1500, 50); //plafond 1
spawn.mapRect(3025, -850, 2175, 50); //plafond 2
spawn.mapRect(5150, -850, 50, 650); //mur cuisine
//lave-vaisselle
spawn.mapRect(4225, -400, 25, 150);
spawn.mapRect(4225, -400, 175, 25);
spawn.mapRect(4375, -400, 25, 150);
spawn.bodyRect(4350, -350, 20, 40);
spawn.bodyRect(4325, -325, 20, 20);
spawn.bodyRect(4325, -275, 20, 20);
//escalier
spawn.mapRect(3025, -850, 50, 225);
spawn.mapRect(2925, -775, 150, 150);
spawn.mapRect(2800, -700, 275, 75);
spawn.mapRect(2575, -400, 175, 175);
spawn.mapRect(2475, -325, 175, 100);
spawn.mapRect(2675, -475, 400, 100);
spawn.mapRect(2675, -475, 150, 250);
//cuisine
spawn.mapRect(4025, -850, 50, 175); //porte cuisine
spawn.mapRect(4025, -375, 50, 125); //porte cuisine
map[map.length] = Bodies.polygon(4050, -675, 0, 15); //circle above door
spawn.bodyRect(4040, -650, 20, 260, 1, spawn.propsDoor); // door
body[body.length - 1].isNotHoldable = true;
//makes door swing
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - 1],
pointA: {
x: 0,
y: -130
},
bodyB: map[map.length - 1],
stiffness: 1
});
World.add(engine.world, consBB[consBB.length - 1]);
//table + chaises
spawn.mapRect(4025, -850, 50, 175);
spawn.mapRect(4650, -375, 325, 25);
spawn.mapRect(4700, -350, 25, 100);
spawn.mapRect(4900, -350, 25, 100);
spawn.bodyRect(4875, -400, 75, 25);
spawn.bodyRect(4700, -400, 75, 25);
//murs télé
spawn.mapRect(3400, -400, 20, 150);
spawn.mapRect(3705, -400, 20, 150);
spawn.mapRect(3400, -400, 325, 20);
//socle écran
spawn.mapRect(3500, -415, 125, 17);
spawn.mapRect(3550, -450, 25, 50);
// ???
spawn.bodyRect(3075, -375, 125, 125);
spawn.bodyRect(3075, -400, 50, 25);
spawn.bodyRect(3725, -325, 100, 75);
spawn.bodyRect(3375, -275, 25, 25);
// premier étage
spawn.mapRect(1150, -1450, 4050, 50);
spawn.mapRect(5150, -1450, 50, 650);
spawn.mapRect(1150, -1450, 50, 300);
spawn.mapRect(1150, -900, 50, 100);
spawn.mapVertex(1066, -730, "-200 60 0 -60 100 -60 100 60")
//chambre
spawn.mapRect(2350, -1450, 50, 175); //porte chambre
//lit
spawn.mapRect(1475, -1025, 25, 225); //pied de lit 1
spawn.mapRect(1850, -925, 25, 125); //pied de lit 2
spawn.mapRect(1475, -925, 400, 50); //sommier
spawn.bodyRect(1500, -950, 375, 25); //matelat
spawn.bodyRect(1500, -1000, 75, 50); //oreiller
//table
spawn.bodyRect(1950, -1000, 30, 150); //pied table
spawn.bodyRect(2250, -1000, 30, 150); //pied table
spawn.bodyRect(1920, -1025, 390, 25); //table
//salle de bain
spawn.mapRect(4025, -1450, 50, 175); //porte salle de bain
map[map.length] = Bodies.polygon(5050, -925, 0, 35.4);
spawn.mapRect(5015, -960, 125, 40);
spawn.mapRect(5050, -925, 90, 35.4);
spawn.mapVertex(5086.5, -875, "100 60 -30 60 20 0 100 0")
spawn.mapRect(5125, -1070, 15, 120)
spawn.bodyRect(5016, -965, 108, 15)
//baignoire
spawn.mapVertex(4316, -965, "30 100 0 100 -80 -50 30 -50") //bord 1
spawn.mapVertex(4675, -961.5, "30 100 0 100 0 -50 80 -50") //bord 2
spawn.mapVertex(4400, -860, "0 -20 -20 20 20 20 0 -20") //pied 1
spawn.mapVertex(4600, -860, "0 -20 -20 20 20 20 0 -20") //pied 2
spawn.mapRect(4325, -900, 350, 25); //fond baignoire
spawn.mapRect(4300, -1175, 25, 175);
spawn.mapRect(4300, -1175, 125, 25);
spawn.mapRect(4400, -1175, 25, 50); //pied pommeau de douche
spawn.mapVertex(4412.5, -1105, "-20 -20 -30 40 30 40 20 -20") //pommeau de douche
//grenier
spawn.mapRect(1150, -1475, 50, 50);
spawn.mapRect(1150, -1800, 50, 175);
spawn.mapRect(5150, -1800, 50, 400); //murs
spawn.mapVertex(1300, -1900, "-150 200 -200 200 50 0 100 0");
spawn.mapVertex(1800, -2300, "-150 200 -200 200 175 -100 225 -100");
spawn.mapRect(1390, -2180, 250, 30); //lucarne
spawn.mapVertex(5050, -1900, "150 200 200 200 -50 0 -100 0");
spawn.mapVertex(4550, -2300, "150 200 200 200 -175 -100 -225 -100");
spawn.mapRect(4710, -2175, 250, 25); //lucarne 2
spawn.mapRect(5150, -1450, 200, 50);
//obstacles
spawn.mapRect(3775, -1800, 99, 50);
spawn.mapRect(2425, -2150, 50, 425);
spawn.mapRect(2150, -1775, 325, 50);
spawn.mapRect(3825, -2150, 50, 750);
spawn.mapRect(3826, -2150, 149, 50);
spawn.mapRect(4125, -2150, 149, 50);
spawn.mapRect(4225, -2150, 50, 450);
spawn.mapRect(4225, -1750, 250, 50);
level.chain(2495, -2130, 0, true, 10);
spawn.bodyRect(2950, -375, 120, 120) //bloc hidden zone
spawn.bodyRect(2350, -1850, 75, 75);
spawn.bodyRect(4275, -1900, 75, 100);
spawn.bodyRect(4825, -1650, 325, 200);
spawn.bodyRect(5025, -1725, 25, 25);
spawn.bodyRect(4900, -1700, 200, 75);
spawn.mapVertex(2950, -2096, "-75 -50 75 -50 75 0 0 100 -75 0")
/*cheminée + roof*/
spawn.mapRect(1963, -2450, 2425, 35);
spawn.mapRect(2925, -2900, 125, 480);
spawn.mapRect(2900, -2900, 175, 75);
spawn.mapRect(2900, -2975, 25, 100);
spawn.mapRect(3050, -2975, 25, 100);
spawn.mapRect(2875, -3000, 225, 25);
// lampadaire + jump
spawn.mapRect(1000, -1450, 200, 25);
spawn.mapRect(500, -1150, 275, 25);
spawn.mapRect(750, -1150, 25, 75);
spawn.mapRect(500, -1150, 25, 75);
spawn.mapRect(450, -1075, 125, 50);
spawn.mapRect(700, -1075, 125, 50);
spawn.mapRect(2985, -4600, 0.1, 1700)
//bodyRects ~= debris
spawn.bodyRect(1740, -475, 80, 220)
spawn.bodyRect(1840, -290, 38, 23)
spawn.bodyRect(1200 + 1475 * Math.random(), -350, 15 + 110 * Math.random(), 15 + 110 * Math.random());
spawn.bodyRect(1200 + 1475 * Math.random(), -350, 15 + 110 * Math.random(), 15 + 110 * Math.random());
spawn.bodyRect(3070 + 600 * Math.random(), -1100, 20 + 50 * Math.random(), 150 + 100 * Math.random())
spawn.bodyRect(3050 + 1000 * Math.random(), -920, 30 + 100 * Math.random(), 15 + 65 * Math.random());
spawn.bodyRect(1600 + 250 * Math.random(), -1540, 80, 220) //boss room
spawn.debris(3070, -900, 1000, 3); //16 debris per level
spawn.debris(1200, -350, 1475, 4); //16 debris per level
spawn.debris(1250, -1550, 3565, 9); //16 debris per level
powerUps.chooseRandomPowerUp(2860, -270);
// Mobs
spawn.randomSmallMob(1385, -600, 1);
spawn.randomSmallMob(5000, -680, 1);
spawn.randomSmallMob(4750, -925, 1);
spawn.randomSmallMob(2300, -1830, 1);
spawn.randomMob(3170, -720, 0.8);
spawn.randomMob(3700, -975, 0.8);
spawn.randomMob(2625, -1150, 0.7);
spawn.randomMob(4175, -750, 0.7);
spawn.randomMob(2100, -370, 0.7);
spawn.randomMob(2000, -1230, 0.7);
spawn.randomMob(4175, -1075, 0.6);
spawn.randomMob(3965, -1650, 0.6)
spawn.randomMob(4650, -1750, 0.6);
spawn.randomMob(830, -1170, 0.5);
spawn.randomBoss(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.randomBoss(2450, -2650, 0.2);
spawn.randomMob(3800, -580, 0.2);
spawn.randomMob(4630, -425, 0.1);
spawn.randomBoss(630, -1300, -0.1);
spawn.randomBoss(3450, -2880, -0.2)
if (game.difficulty > 3) {
if (Math.random() < 0.16) {
spawn.tetherBoss(3380, -1775)
cons[cons.length] = Constraint.create({
pointA: {
x: 3775,
y: -1775
},
bodyB: mob[mob.length - 1],
stiffness: 0.00018 + 0.000007 * level.levelsCleared
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(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"]);
}
}
},
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
game.difficulty++
b.dmgScale *= 0.93; //damage done by player decreases each level
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob CD time decreases each level
}
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
game.healScale = 1 / (1 + game.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
b.dmgScale /= 0.93; //damage done by player decreases each level
if (game.accelScale > 0.2) game.accelScale /= 1.02 //mob acceleration increases each level
if (game.lookFreqScale < 5) game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
if (game.CDScale < 5) game.CDScale /= 0.97 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 0;
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
game.healScale = 1 / (1 + game.difficulty * 0.06)
},
difficultyText() {
if (game.difficultyMode === 1) {
return "easy"
} else if (game.difficultyMode === 2) {
return "normal"
} else if (game.difficultyMode === 4) {
return "hard"
} else if (game.difficultyMode === 6) {
return "why"
}
},
levelAnnounce() {
if (level.levelsCleared === 0) {
document.title = "n-gon: intro (" + level.difficultyText() + ")";
} else {
document.title = "n-gon: L" + (level.levelsCleared) + " " + level.levels[level.onLevel] + " (" + level.difficultyText() + ")";
}
},
nextLevel() {
if (level.bossKilled) {
level.levelsCleared++;
// level.levels.unshift("gauntlet"); //add bosses level to the end of the randomized levels list
// level.levels.unshift("finalBoss"); //add bosses level to the end of the randomized levels list
}
level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
//reset lost mod display
for (let i = 0; i < mod.mods.length; i++) {
if (mod.mods[i].isLost) mod.mods[i].isLost = false;
}
game.updateModHUD();
game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
},
playerExitCheck() {
if (
player.position.x > level.exit.x &&
player.position.x < level.exit.x + 100 &&
player.position.y > level.exit.y - 150 &&
player.position.y < level.exit.y - 40 &&
player.velocity.y < 0.1
) {
level.nextLevel()
}
},
setPosToSpawn(xPos, yPos) {
mech.spawnPos.x = mech.pos.x = xPos;
mech.spawnPos.y = mech.pos.y = yPos;
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y + 20;
mech.transX = mech.transSmoothX = canvas.width2 - mech.pos.x;
mech.transY = mech.transSmoothY = canvas.height2 - mech.pos.y;
mech.Vx = mech.spawnVel.x;
mech.Vy = mech.spawnVel.y;
player.force.x = 0;
player.force.y = 0;
Matter.Body.setPosition(player, mech.spawnPos);
Matter.Body.setVelocity(player, mech.spawnVel);
},
enter: {
x: 0,
y: 0,
draw() {
ctx.beginPath();
ctx.moveTo(level.enter.x, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y - 80);
ctx.bezierCurveTo(level.enter.x, level.enter.y - 170, level.enter.x + 100, level.enter.y - 170, level.enter.x + 100, level.enter.y - 80);
ctx.lineTo(level.enter.x + 100, level.enter.y + 30);
ctx.lineTo(level.enter.x, level.enter.y + 30);
ctx.fillStyle = "#ccc";
ctx.fill();
}
},
exit: {
x: 0,
y: 0,
draw() {
ctx.beginPath();
ctx.moveTo(level.exit.x, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y - 80);
ctx.bezierCurveTo(level.exit.x, level.exit.y - 170, level.exit.x + 100, level.exit.y - 170, level.exit.x + 100, level.exit.y - 80);
ctx.lineTo(level.exit.x + 100, level.exit.y + 30);
ctx.lineTo(level.exit.x, level.exit.y + 30);
ctx.fillStyle = "#0ff";
ctx.fill();
}
},
fillBG: [],
drawFillBGs() {
for (let i = 0, len = level.fillBG.length; i < len; ++i) {
const f = level.fillBG[i];
ctx.fillStyle = f.color;
ctx.fillRect(f.x, f.y, f.width, f.height);
}
},
fill: [],
drawFills() {
for (let i = 0, len = level.fill.length; i < len; ++i) {
const f = level.fill[i];
ctx.fillStyle = f.color;
ctx.fillRect(f.x, f.y, f.width, f.height);
}
},
queryList: [], //queries do actions on many objects in regions
checkQuery() {
let bounds, action, info;
function isInZone(targetArray) {
let results = Matter.Query.region(targetArray, bounds);
for (let i = 0, len = results.length; i < len; ++i) {
level.queryActions[action](results[i], info);
}
}
for (let i = 0, len = level.queryList.length; i < len; ++i) {
bounds = level.queryList[i].bounds;
action = level.queryList[i].action;
info = level.queryList[i].info;
for (let j = 0, l = level.queryList[i].groups.length; j < l; ++j) {
isInZone(level.queryList[i].groups[j]);
}
}
},
//oddly query regions can't get smaller than 50 width?
addQueryRegion(x, y, width, height, action, groups = [
[player], body, mob, powerUp, bullet
], info) {
level.queryList[level.queryList.length] = {
bounds: {
min: {
x: x,
y: y
},
max: {
x: x + width,
y: y + height
}
},
action: action,
groups: groups,
info: info
};
},
queryActions: {
bounce(target, info) {
//jerky fling upwards
Matter.Body.setVelocity(target, {
x: info.Vx + (Math.random() - 0.5) * 6,
y: info.Vy
});
target.torque = (Math.random() - 0.5) * 2 * target.mass;
},
boost(target, yVelocity) {
mech.buttonCD_jump = 0; // reset short jump counter to prevent short jumps on boosts
mech.hardLandCD = 0 // disable hard landing
if (target.velocity.y > 30) {
Matter.Body.setVelocity(target, {
x: target.velocity.x + (Math.random() - 0.5) * 2,
y: -15 //gentle bounce if coming down super fast
});
} else {
Matter.Body.setVelocity(target, {
x: target.velocity.x + (Math.random() - 0.5) * 2,
y: yVelocity
});
}
},
force(target, info) {
if (target.velocity.y < 0) { //gently force up if already on the way up
target.force.x += info.Vx * target.mass;
target.force.y += info.Vy * target.mass;
} else {
target.force.y -= 0.0007 * target.mass; //gently fall in on the way down
}
},
antiGrav(target) {
target.force.y -= 0.0011 * target.mass;
},
death(target) {
target.death();
}
},
addToWorld() { //needs to be run to put bodies into the world
for (let i = 0; i < body.length; i++) {
//body[i].collisionFilter.group = 0;
if (body[i] !== mech.holdingTarget) {
body[i].collisionFilter.category = cat.body;
body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
}
body[i].classType = "body";
World.add(engine.world, body[i]); //add to world
}
for (let i = 0; i < map.length; i++) {
//map[i].collisionFilter.group = 0;
map[i].collisionFilter.category = cat.map;
map[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[i], true); //make static
World.add(engine.world, map[i]); //add to world
}
// for (let i = 0; i < cons.length; i++) {
// World.add(engine.world, cons[i]);
// }
},
spinner(x, y, width, height, density = 0.001) {
x = x + width / 2
y = y + height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNotHoldable: true,
frictionAir: 0.001,
friction: 1,
frictionStatic: 1,
restitution: 0,
});
Matter.Body.setDensity(who, density)
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
x: x,
y: y
},
bodyB: who,
stiffness: 1,
damping: 1
});
World.add(engine.world, constraint);
return constraint
},
platform(x, y, width, height, speed = 0, density = 0.001) {
x = x + width / 2
y = y + height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
restitution: 0,
});
Matter.Body.setDensity(who, density)
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
x: x,
y: y
},
bodyB: who,
stiffness: 0.1,
damping: 0.3
});
World.add(engine.world, constraint);
constraint.plat = {
position: who.position,
speed: speed,
}
constraint.pauseUntilCycle = 0 //to to pause platform at top and bottom
return constraint
},
rotor(x, y, rotate = 0, radius = 800, width = 40, density = 0.0005) {
const rotor1 = Matter.Bodies.rectangle(x, y, width, radius, {
density: density,
isNotHoldable: true
});
const rotor2 = Matter.Bodies.rectangle(x, y, width, radius, {
angle: Math.PI / 2,
density: density,
isNotHoldable: true
});
rotor = Body.create({ //combine rotor1 and rotor2
parts: [rotor1, rotor2],
restitution: 0,
collisionFilter: {
category: cat.body,
mask: cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.powerUp | cat.player | cat.bullet
},
});
Matter.Body.setPosition(rotor, {
x: x,
y: y
});
World.add(engine.world, [rotor]);
body[body.length] = rotor1
body[body.length] = rotor2
setTimeout(function() {
rotor.collisionFilter.category = cat.body;
rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
}, 1000);
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
x: x,
y: y
},
bodyB: rotor
});
World.add(engine.world, constraint);
if (rotate) {
rotor.rotate = function() {
if (!mech.isBodiesAsleep) {
Matter.Body.applyForce(rotor, {
x: rotor.position.x + 100,
y: rotor.position.y + 100
}, {
x: rotate * rotor.mass,
y: 0
})
} else {
Matter.Body.setAngularVelocity(rotor, 0);
}
}
}
composite[composite.length] = rotor
return rotor
},
button(x, y, width = 126) {
spawn.mapVertex(x + 65, y + 2, "100 10 -100 10 -70 -10 70 -10");
map[map.length - 1].restitution = 0;
map[map.length - 1].friction = 1;
map[map.length - 1].frictionStatic = 1;
// const buttonSensor = Bodies.rectangle(x + 35, y - 1, 70, 20, {
// isSensor: true
// });
return {
isUp: false,
min: {
x: x + 2,
y: y - 11
},
max: {
x: x + width,
y: y - 10
},
width: width,
height: 20,
query() {
if (Matter.Query.region(body, this).length === 0 && Matter.Query.region([player], this).length === 0) {
this.isUp = true;
} else {
// if (this.isUp === true) {
// const list = Matter.Query.region(body, this)
// console.log(list)
// if (list.length > 0) {
// Matter.Body.setPosition(list[0], {
// x: this.min.x + width / 2,
// y: list[0].position.y
// })
// Matter.Body.setVelocity(list[0], {
// x: 0,
// y: 0
// });
// }
// }
this.isUp = false;
}
},
draw() {
ctx.fillStyle = "hsl(0, 100%, 70%)"
if (this.isUp) {
ctx.fillRect(this.min.x, this.min.y - 10, this.width, 20)
} else {
ctx.fillRect(this.min.x, this.min.y - 3, this.width, 25)
}
//draw sensor zone
// ctx.beginPath();
// sensor = buttonSensor.vertices;
// ctx.moveTo(sensor[0].x, sensor[0].y);
// for (let i = 1; i < sensor.length; ++i) {
// ctx.lineTo(sensor[i].x, sensor[i].y);
// }
// ctx.lineTo(sensor[0].x, sensor[0].y);
// ctx.fillStyle = "rgba(255, 255, 0, 0.3)";
// ctx.fill();
}
}
},
door(x, y, width, height, distance) {
x = x + width / 2
y = y + height / 2
const doorBlock = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
restitution: 0,
isOpen: false,
openClose() {
if (!mech.isBodiesAsleep) {
if (!this.isOpen) {
if (this.position.y > y - distance) { //try to open
const position = {
x: this.position.x,
y: this.position.y - 1
}
Matter.Body.setPosition(this, position)
}
} else {
if (this.position.y < y) { //try to close
if (
Matter.Query.collides(this, [player]).length === 0 &&
Matter.Query.collides(this, body).length < 2 &&
Matter.Query.collides(this, mob).length === 0
) {
const position = {
x: this.position.x,
y: this.position.y + 1
}
Matter.Body.setPosition(this, position)
}
}
}
}
},
draw() {
ctx.fillStyle = "#555"
ctx.beginPath();
const v = this.vertices;
ctx.moveTo(v[0].x, v[0].y);
for (let i = 1; i < v.length; ++i) {
ctx.lineTo(v[i].x, v[i].y);
}
ctx.lineTo(v[0].x, v[0].y);
ctx.fill();
}
});
Matter.Body.setStatic(doorBlock, true); //make static
return doorBlock
},
portal(centerA, angleA, centerB, angleB) {
const width = 50
const height = 150
const mapWidth = 200
const unitA = Matter.Vector.rotate({
x: 1,
y: 0
}, angleA)
const unitB = Matter.Vector.rotate({
x: 1,
y: 0
}, angleB)
draw = function() {
ctx.beginPath(); //portal
let v = this.vertices;
ctx.moveTo(v[0].x, v[0].y);
for (let i = 1; i < v.length; ++i) {
ctx.lineTo(v[i].x, v[i].y);
}
ctx.fillStyle = this.color
ctx.fill();
}
query = function() {
if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
if (player.isInPortal === this) player.isInPortal = null
} else if (player.isInPortal !== this) { //touching player
if (mech.buttonCD_jump === mech.cycle) player.force.y = 0 // undo a jump right before entering the portal
mech.buttonCD_jump = 0 //disable short jumps when letting go of jump key
player.isInPortal = this.portalPair
//teleport
if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
Matter.Body.setPosition(player, this.portalPair.portal.position);
} else { //if at some odd angle
Matter.Body.setPosition(player, this.portalPair.position);
}
//rotate velocity
let mag
if (this.portalPair.angle !== 0 && this.portalPair.angle !== Math.PI) { //portal that fires the player up
mag = Math.max(10, Math.min(50, player.velocity.y * 0.8)) + 11
} else {
mag = Math.max(6, Math.min(50, Vector.magnitude(player.velocity)))
}
let v = Vector.mult(this.portalPair.unit, mag)
Matter.Body.setVelocity(player, v);
// move bots to follow 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] !== mech.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) {
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 !== mech.holdingTarget) {
// for (let j = 0, len = body.length; j < len; j++) {
// if (body[j] === touching[i].bodyB) {
// body.splice(j, 1);
// len--
// Matter.World.remove(engine.world, touching[i].bodyB);
// break;
// }
// }
// }
// }
// }
// if (touching.length !== 0 && touching[0].bodyB !== mech.holdingTarget) {
// if (body.length) {
// for (let i = 0; i < body.length; i++) {
// if (body[i] === touching[0].bodyB) {
// body.splice(i, 1);
// break;
// }
// }
// }
// Matter.World.remove(engine.world, touching[0].bodyB);
// }
}
const portalA = composite[composite.length] = Bodies.rectangle(centerA.x, centerA.y, width, height, {
isSensor: true,
angle: angleA,
color: "hsla(197, 100%, 50%,0.7)",
draw: draw,
});
const portalB = composite[composite.length] = Bodies.rectangle(centerB.x, centerB.y, width, height, {
isSensor: true,
angle: angleB,
color: "hsla(29, 100%, 50%, 0.7)",
draw: draw
});
const mapA = composite[composite.length] = Bodies.rectangle(centerA.x - 0.5 * unitA.x * mapWidth, centerA.y - 0.5 * unitA.y * mapWidth, mapWidth, height + 10, {
collisionFilter: {
category: cat.map,
mask: cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
unit: unitA,
angle: angleA,
color: game.draw.mapFill,
draw: draw,
query: query,
lastPortalCycle: 0
});
Matter.Body.setStatic(mapA, true); //make static
World.add(engine.world, mapA); //add to world
const mapB = composite[composite.length] = Bodies.rectangle(centerB.x - 0.5 * unitB.x * mapWidth, centerB.y - 0.5 * unitB.y * mapWidth, mapWidth, height + 10, {
collisionFilter: {
category: cat.map,
mask: cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
unit: unitB,
angle: angleB,
color: game.draw.mapFill,
draw: draw,
query: query,
lastPortalCycle: 0,
});
Matter.Body.setStatic(mapB, true); //make static
World.add(engine.world, mapB); //add to world
mapA.portal = portalA
mapB.portal = portalB
mapA.portalPair = mapB
mapB.portalPair = mapA
return [portalA, portalB, mapA, mapB]
},
hazard(x, y, width, height, damage = 0.0005, color = "hsla(160, 100%, 35%,0.75)", isOptical = false) {
return {
min: {
x: x,
y: y
},
max: {
x: x + width,
y: y + height
},
width: width,
height: height,
maxHeight: height,
isOn: true,
query() {
if (this.isOn && this.height > 0 && Matter.Query.region([player], this).length && !(mech.isCloak && isOptical)) {
if (damage < 0.02) {
mech.damage(damage)
} else if (mech.immuneCycle < mech.cycle) {
mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles;
mech.damage(damage)
game.drawList.push({ //add dmg to draw queue
x: player.position.x,
y: player.position.y,
radius: damage * 1500,
color: game.mobDmgColor,
time: 20
});
}
const drain = 0.005
if (mech.energy > drain) mech.energy -= drain
}
},
draw() {
if (this.isOn) {
ctx.fillStyle = color
ctx.fillRect(this.min.x, this.min.y, this.width, this.height)
}
},
level(isFill) {
if (!mech.isBodiesAsleep) {
const growSpeed = 1
if (isFill) {
if (this.height < this.maxHeight) {
this.height += growSpeed
this.min.y -= growSpeed
this.max.y = this.min.y + this.height
}
} else if (this.height > 0) {
this.height -= growSpeed
this.min.y += growSpeed
this.max.y = this.min.y + this.height
}
}
}
}
},
chain(x, y, angle = 0, isAttached = true, len = 15, radius = 20, stiffness = 1, damping = 1) {
const gap = 2 * radius
const unit = {
x: Math.cos(angle),
y: Math.sin(angle)
}
for (let i = 0; i < len; i++) {
body[body.length] = Bodies.polygon(x + gap * unit.x * i, y + gap * unit.y * i, 12, radius, {
inertia: Infinity,
isNotHoldable: true
});
}
for (let i = 1; i < len; i++) { //attach blocks to each other
consBB[consBB.length] = Constraint.create({
bodyA: body[body.length - i],
bodyB: body[body.length - i - 1],
stiffness: stiffness,
damping: damping
});
World.add(engine.world, consBB[consBB.length - 1]);
}
cons[cons.length] = Constraint.create({ //pin first block to a point in space
pointA: {
x: x,
y: y
},
bodyB: body[body.length - len],
stiffness: 1,
damping: damping
});
World.add(engine.world, cons[cons.length - 1]);
if (isAttached) {
cons[cons.length] = Constraint.create({ //pin last block to a point in space
pointA: {
x: x + gap * unit.x * (len - 1),
y: y + gap * unit.y * (len - 1)
},
bodyB: body[body.length - 1],
stiffness: 1,
damping: damping
});
World.add(engine.world, cons[cons.length - 1]);
}
},
};