Files
n-gon-improved/js/spawn.js
landgreen f334372281 cloaking field
mod: waste heat recovery is removed
mod - fracture analysis only applies to stunned mobs (not unaware mobs)

phase field is removed
new field: metamaterial cloaking
mod: phase decoherence - intangible to mobs while cloaked, but passing through mobs drains energy
mod: flashbang - stun mobs as you exit cloak
2020-09-19 09:11:55 -07:00

2753 lines
102 KiB
JavaScript

//main object for spawning things in a level
const spawn = {
pickList: ["starter", "starter"],
fullPickList: [
"hopper", "hopper", "hopper", "hopper",
"shooter", "shooter", "shooter",
"chaser", "chaser",
"striker", "striker",
"laser", "laser",
"exploder", "exploder",
"stabber", "stabber",
"launcher", "launcher",
"sniper",
"spinner",
"grower",
"springer",
"beamer",
"focuser",
"sucker",
"spawner",
"ghoster",
"sneaker",
],
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper"],
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
//each level has 2 mobs: one new mob and one from the last level
spawn.pickList.splice(0, 1);
spawn.pickList.push(spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]);
},
spawnChance(chance) {
return Math.random() < chance + 0.07 * game.difficulty && mob.length < -1 + 16 * Math.log10(game.difficulty + 1)
},
randomMob(x, y, chance = 1) {
if (spawn.spawnChance(chance) || chance === Infinity) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x, y);
}
},
randomSmallMob(x, y,
num = Math.max(Math.min(Math.round(Math.random() * game.difficulty * 0.2), 4), 0),
size = 16 + Math.ceil(Math.random() * 15),
chance = 1) {
if (spawn.spawnChance(chance)) {
for (let i = 0; i < num; ++i) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
},
randomBoss(x, y, chance = 1) {
if (spawn.spawnChance(chance) && game.difficulty > 2 || chance == Infinity) {
//choose from the possible picklist
let pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
//is the pick able to be a boss?
let canBeBoss = false;
for (let i = 0, len = this.allowedBossList.length; i < len; ++i) {
if (this.allowedBossList[i] === pick) {
canBeBoss = true;
break;
}
}
if (canBeBoss) {
if (Math.random() < 0.55) {
this.nodeBoss(x, y, pick);
} else {
this.lineBoss(x, y, pick);
}
} else {
if (Math.random() < 0.07) {
this[pick](x, y, 90 + Math.random() * 40); //one extra large mob
} else if (Math.random() < 0.35) {
this.groupBoss(x, y) //hidden grouping blocks
} else {
pick = (Math.random() < 0.5) ? "randomList" : "random";
if (Math.random() < 0.55) {
this.nodeBoss(x, y, pick);
} else {
this.lineBoss(x, y, pick);
}
}
}
}
},
randomLevelBoss(x, y, options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss"]) {
// other bosses: suckerBoss, laserBoss, tetherBoss, //all need a particular level to work so they are not included
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
//mob templates *********************************************************************************************
//***********************************************************************************************************
groupBoss(x, y, num = 3 + Math.random() * 8) {
for (let i = 0; i < num; i++) {
const radius = 25 + Math.floor(Math.random() * 20)
spawn.grouper(x + Math.random() * radius, y + Math.random() * radius, radius);
}
},
grouper(x, y, radius = 25 + Math.floor(Math.random() * 20)) {
mobs.spawn(x, y, 4, radius, "#777");
let me = mob[mob.length - 1];
me.g = 0.00015; //required if using 'gravity'
me.accelMag = 0.0008 * game.accelScale;
me.groupingRangeMax = 250000 + Math.random() * 100000;
me.groupingRangeMin = (radius * 8) * (radius * 8);
me.groupingStrength = 0.0005
me.memory = 200;
me.isGrouper = true;
me.do = function () {
this.gravity();
this.checkStatus();
if (this.seePlayer.recall) {
this.seePlayerCheck();
this.attraction();
//tether to other blocks
ctx.beginPath();
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isGrouper && mob[i] != this && mob[i].dropPowerUp) { //don't tether to self, bullets, shields, ...
const distance2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position))
if (distance2 < this.groupingRangeMax) {
if (!mob[i].seePlayer.recall) mob[i].seePlayerCheck(); //wake up sleepy mobs
if (distance2 > this.groupingRangeMin) {
const angle = Math.atan2(mob[i].position.y - this.position.y, mob[i].position.x - this.position.x);
const forceMag = this.groupingStrength * mob[i].mass;
mob[i].force.x -= forceMag * Math.cos(angle);
mob[i].force.y -= forceMag * Math.sin(angle);
}
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(mob[i].position.x, mob[i].position.y);
}
}
}
ctx.strokeStyle = "#000";
ctx.lineWidth = 1;
ctx.stroke();
}
}
},
starter(x, y, radius = Math.floor(20 + 20 * Math.random())) {
//easy mob for on level 1
mobs.spawn(x, y, 8, radius, "#9ccdc6");
let me = mob[mob.length - 1];
// console.log(`mass=${me.mass}, radius = ${radius}`)
me.accelMag = 0.0005 * game.accelScale;
me.memory = 60;
me.seeAtDistance2 = 1400000 //1200 vision range
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
me.do = function () {
this.seePlayerByLookingAt();
this.attraction();
this.checkStatus();
};
},
cellBossCulture(x, y, radius = 20, num = 5) {
for (let i = 0; i < num; i++) {
spawn.cellBoss(x, y, radius)
}
},
cellBoss(x, y, radius = 20) {
mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,150,155,0.7)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.isCell = true;
me.accelMag = 0.00015 * game.accelScale;
me.memory = 40;
me.isVerticesChange = true
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 1400000;
me.cellMassMax = 70
me.collisionFilter.mask = cat.player | cat.bullet
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
// console.log(me.mass, me.radius)
const k = 642 //k=r^2/m
me.split = function () {
Matter.Body.scale(this, 0.4, 0.4);
this.radius = Math.sqrt(this.mass * k / Math.PI)
spawn.cellBoss(this.position.x, this.position.y, this.radius);
mob[mob.length - 1].health = this.health
}
me.onHit = function () { //run this function on hitting player
this.health = 1;
this.split();
};
me.onDamage = function (dmg) {
if (Math.random() < 0.33 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
}
me.do = function () {
if (!mech.isBodiesAsleep) {
this.seePlayerByDistOrLOS();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall && this.mass < this.cellMassMax) { //grow cell radius
const scale = 1 + 0.0002 * this.cellMassMax / this.mass;
Matter.Body.scale(this, scale, scale);
this.radius = Math.sqrt(this.mass * k / Math.PI)
}
if (!(game.cycle % this.seePlayerFreq)) { //move away from other mobs
const repelRange = 200
const attractRange = 800
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isCell && mob[i].id !== this.id) {
const sub = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(sub)
if (dist < repelRange) {
this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.006)
} else if (dist > attractRange) {
this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.004)
}
}
}
}
}
};
me.onDeath = function () {
this.isCell = false;
let count = 0 //count other cells
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isCell) count++
}
if (count < 1) { //only drop a power up if this is the last cell
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
} else {
this.leaveBody = false;
this.dropPowerUp = false;
}
}
},
powerUpBoss(x, y, vertices = 9, radius = 130) {
mobs.spawn(x, y, vertices, radius, "transparent");
let me = mob[mob.length - 1];
me.isBoss = true;
me.frictionAir = 0.025
me.seeAtDistance2 = 9000000;
me.accelMag = 0.0006 * game.accelScale;
Matter.Body.setDensity(me, 0.002); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player
me.memory = Infinity;
me.seePlayerFreq = 85 + Math.floor(10 * Math.random())
me.lockedOn = null;
if (vertices === 9) {
//on primary spawn
powerUps.spawnBossPowerUp(me.position.x, me.position.y)
powerUps.spawn(me.position.x, me.position.y, "heal");
powerUps.spawn(me.position.x, me.position.y, "ammo");
} else if (!mech.isCloak) {
me.foundPlayer();
}
me.onDeath = function () {
this.leaveBody = false;
this.dropPowerUp = false;
if (vertices > 3) spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
for (let i = 0; i < powerUp.length; i++) {
powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
}
};
me.do = function () {
this.stroke = `hsl(0,0%,${80+25*Math.sin(game.cycle*0.01)}%)`
//steal all power ups
for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
powerUp[i].collisionFilter.mask = 0
Matter.Body.setPosition(powerUp[i], this.vertices[i])
Matter.Body.setVelocity(powerUp[i], {
x: 0,
y: 0
})
}
this.seePlayerCheckByDistance();
this.attraction();
this.checkStatus();
};
},
// healer(x, y, radius = 20) {
// mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)");
// let me = mob[mob.length - 1];
// me.frictionAir = 0.02;
// me.accelMag = 0.0004 * game.accelScale;
// if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
// me.lookFrequency = 160 + Math.floor(57 * Math.random())
// me.lockedOn = null;
// Matter.Body.setDensity(me, 0.003) // normal density is 0.001
// me.do = function () {
// if (!(game.cycle % this.lookFrequency)) {
// //slow self heal
// this.health += 0.02;
// if (this.health > 1) this.health = 1;
// //target mobs with low health
// let closeDist = Infinity;
// for (let i = 0; i < mob.length; i++) {
// if (mob[i] != this && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
// const DIST = Vector.magnitude(TARGET_VECTOR) * mob[i].health * mob[i].health * mob[i].health; //distance is multiplied by mob health to prioritize low health mobs
// if (DIST < closeDist) {
// closeDist = DIST;
// this.lockedOn = mob[i]
// }
// }
// }
// }
// //move away from player if too close
// if (this.distanceToPlayer2() < 400000) {
// const TARGET_VECTOR = Vector.sub(this.position, player.position)
// this.force = Vector.mult(Vector.normalise(TARGET_VECTOR), this.mass * this.accelMag * 1.4)
// if (this.lockedOn) this.lockedOn = null
// } else if (this.lockedOn && this.lockedOn.alive) {
// //move towards and heal locked on target
// const TARGET_VECTOR = Vector.sub(this.position, this.lockedOn.position)
// const DIST = Vector.magnitude(TARGET_VECTOR);
// if (DIST > 250) {
// this.force = Vector.mult(Vector.normalise(TARGET_VECTOR), -this.mass * this.accelMag)
// } else {
// if (this.lockedOn.health < 1) {
// this.lockedOn.health += 0.002;
// if (this.lockedOn.health > 1) this.lockedOn.health = 1;
// //spin when healing
// this.torque = 0.000005 * this.inertia;
// //draw heal
// ctx.beginPath();
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(this.lockedOn.position.x, this.lockedOn.position.y);
// ctx.lineWidth = 10
// ctx.strokeStyle = "rgba(50,255,200,0.4)"
// ctx.stroke();
// }
// }
// } else {
// //wander if no heal targets visible
// //be sure to declare searchTarget in mob spawn
// const newTarget = function (that) {
// that.searchTarget = mob[Math.floor(Math.random() * (mob.length - 1))].position;
// };
// const sub = Vector.sub(this.searchTarget, this.position);
// if (Vector.magnitude(sub) > this.radius * 2) {
// ctx.beginPath();
// ctx.strokeStyle = "#aaa";
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(this.searchTarget.x, this.searchTarget.y);
// ctx.stroke();
// //accelerate at 0.6 of normal acceleration
// this.force = Vector.mult(Vector.normalise(sub), this.accelMag * this.mass * 0.6);
// } else {
// //after reaching random target switch to new target
// newTarget(this);
// }
// //switch to a new target after a while
// if (!(game.cycle % (this.lookFrequency * 15))) {
// newTarget(this);
// }
// }
// };
// },
chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790"
let me = mob[mob.length - 1];
// Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower
me.friction = 0;
me.frictionAir = 0;
me.accelMag = 0.001 * Math.sqrt(game.accelScale);
me.g = me.accelMag * 0.6; //required if using 'gravity'
me.memory = 50;
spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
grower(x, y, radius = 15) {
mobs.spawn(x, y, 7, radius, "hsl(144, 15%, 50%)");
let me = mob[mob.length - 1];
me.isVerticesChange = true
me.big = false; //required for grow
me.accelMag = 0.00045 * game.accelScale;
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
// me.onDeath = function () { //helps collisions functions work better after vertex have been changed
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
// }
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
this.grow();
};
},
springer(x, y, radius = 20 + Math.ceil(Math.random() * 35)) {
mobs.spawn(x, y, 10, radius, "#b386e8");
let me = mob[mob.length - 1];
me.friction = 0;
me.frictionAir = 0.006;
me.lookTorque = 0.0000008; //controls spin while looking for player
me.g = 0.0002; //required if using 'gravity'
me.seePlayerFreq = Math.round((40 + 25 * Math.random()) * game.lookFreqScale);
const springStiffness = 0.00014;
const springDampening = 0.0005;
me.springTarget = {
x: me.position.x,
y: me.position.y
};
const len = cons.length;
cons[len] = Constraint.create({
pointA: me.springTarget,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
cons[len].length = 100 + 1.5 * radius;
me.cons = cons[len];
me.springTarget2 = {
x: me.position.x,
y: me.position.y
};
const len2 = cons.length;
cons[len2] = Constraint.create({
pointA: me.springTarget2,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
me.onDeath = function () {
this.removeCons();
};
spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.searchSpring();
this.checkStatus();
this.springAttack();
};
},
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
me.accelMag = 0.04;
me.g = 0.0017; //required if using 'gravity'
me.frictionAir = 0.01;
me.restitution = 0;
me.delay = 120 * game.CDScale;
me.randomHopFrequency = 200 + Math.floor(Math.random() * 150);
me.randomHopCD = game.cycle + me.randomHopFrequency;
spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
if (this.seePlayer.recall) {
if (this.cd < game.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
this.cd = game.cycle + this.delay;
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - (Math.random() * 0.07 + 0.02) * this.mass; //antigravity
}
} else {
//randomly hob if not aware of player
if (this.randomHopCD < game.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
this.randomHopCD = game.cycle + this.randomHopFrequency;
//slowly change randomHopFrequency after each hop
this.randomHopFrequency = Math.max(100, this.randomHopFrequency + (0.5 - Math.random()) * 200);
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass * (0.1 + Math.random() * 0.3);
const angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI;
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - 0.05 * this.mass; //antigravity
}
}
};
},
spinner(x, y, radius = 30 + Math.ceil(Math.random() * 35)) {
mobs.spawn(x, y, 5, radius, "#000000");
let me = mob[mob.length - 1];
me.fill = "#28b";
me.rememberFill = me.fill;
me.cd = 0;
me.burstDir = {
x: 0,
y: 0
};
me.frictionAir = 0.022;
me.lookTorque = 0.0000014;
me.restitution = 0;
spawn.shield(me, x, y);
me.look = function () {
this.seePlayerByLookingAt();
this.checkStatus();
if (this.seePlayer.recall && this.cd < game.cycle) {
this.burstDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
this.cd = game.cycle + 40;
this.do = this.spin
}
}
me.do = me.look
me.spin = function () {
this.checkStatus();
this.torque += 0.000035 * this.inertia;
this.fill = randomColor({
hue: "blue"
});
//draw attack vector
const mag = this.radius * 2.5 + 50;
ctx.strokeStyle = "rgba(0,0,0,0.2)";
ctx.lineWidth = 3;
ctx.setLineDash([10, 20]); //30
const dir = Vector.add(this.position, Vector.mult(this.burstDir, mag));
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(dir.x, dir.y);
ctx.stroke();
ctx.setLineDash([]);
if (this.cd < game.cycle) {
this.fill = this.rememberFill;
this.cd = game.cycle + 180 * game.CDScale
this.do = this.look
this.force = Vector.mult(this.burstDir, this.mass * 0.25);
}
}
},
sucker(x, y, radius = 30 + Math.ceil(Math.random() * 70)) {
radius = 9 + radius / 8; //extra small
mobs.spawn(x, y, 6, radius, "#000");
let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = radius * 23; //required for blackhole
me.seeAtDistance2 = (me.eventHorizon + 500) * (me.eventHorizon + 500); //vision limit is event horizon
me.accelMag = 0.00009 * game.accelScale;
// me.frictionAir = 0.005;
me.memory = 600;
Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 5) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.99,
y: this.velocity.y * 0.99
});
}
this.seePlayerByDistOrLOS();
this.checkStatus();
if (this.seePlayer.recall) {
//eventHorizon waves in and out
eventHorizon = this.eventHorizon * (0.93 + 0.17 * Math.sin(game.cycle * 0.011))
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle);
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.25, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.9)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.55, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.5)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fill();
//when player is inside event horizon
if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
if (mech.energy > 0) mech.energy -= 0.004
if (mech.energy < 0.1) {
mech.damage(0.00015 * game.dmgScale);
}
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= 0.00125 * player.mass * Math.cos(angle) * (mech.onGround ? 1.8 : 1);
player.force.y -= 0.0001 * player.mass * Math.sin(angle);
//draw line to player
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(mech.pos.x, mech.pos.y);
ctx.lineWidth = Math.min(60, this.radius * 2);
ctx.strokeStyle = "rgba(0,0,0,0.5)";
ctx.stroke();
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fill();
}
}
}
},
suckerBoss(x, y, radius = 25) {
mobs.spawn(x, y, 12, radius, "#000");
let me = mob[mob.length - 1];
me.isBoss = true;
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = 1100; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 1000) * (me.eventHorizon + 1000); //vision limit is event horizon
me.accelMag = 0.00003 * game.accelScale;
me.collisionFilter.mask = cat.player | cat.bullet
// me.frictionAir = 0.005;
me.memory = 1600;
Matter.Body.setDensity(me, 0.05); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
if (game.difficulty > 5) {
//teleport everything to center
function toMe(who, where, range) {
for (let i = 0, len = who.length; i < len; i++) {
const SUB = Vector.sub(who[i].position, where)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
Matter.Body.setPosition(who[i], where)
}
}
}
toMe(body, this.position, this.eventHorizon)
toMe(mob, this.position, this.eventHorizon)
// toMe(bullet, this.position, this.eventHorizon)
}
};
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 1) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.95,
y: this.velocity.y * 0.95
});
}
this.seePlayerByDistOrLOS();
this.checkStatus();
if (this.seePlayer.recall) {
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const dx = this.seePlayer.position.x - this.position.x
const dy = this.seePlayer.position.y - this.position.y
const mag = Math.sqrt(dx * dx + dy * dy)
this.force.x += forceMag * dx / mag;
this.force.y += forceMag * dy / mag;
//eventHorizon waves in and out
eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(game.cycle * 0.008))
// zoom camera in and out with the event horizon
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.6)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.4, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.4)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.6, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.3)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.8, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.2)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.05)";
ctx.fill();
//when player is inside event horizon
if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
if (mech.energy > 0) mech.energy -= 0.006
if (mech.energy < 0.1) {
mech.damage(0.0002 * game.dmgScale);
}
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= 0.0013 * Math.cos(angle) * player.mass * (mech.onGround ? 1.7 : 1);
player.force.y -= 0.0013 * Math.sin(angle) * player.mass;
//draw line to player
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(mech.pos.x, mech.pos.y);
ctx.lineWidth = Math.min(60, this.radius * 2);
ctx.strokeStyle = "rgba(0,0,0,0.5)";
ctx.stroke();
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fill();
}
this.curl(eventHorizon);
}
}
},
spiderBoss(x, y, radius = 60 + Math.ceil(Math.random() * 10)) {
const isDaddyLongLegs = Math.random() < 0.25
let targets = [] //track who is in the node boss, for shields
mobs.spawn(x, y, 6, radius, "#b386e8");
let me = mob[mob.length - 1];
me.isBoss = true;
targets.push(me.id) //add to shield protection
me.friction = 0;
me.frictionAir = 0.0065;
me.lookTorque = 0.0000008; //controls spin while looking for player
me.g = 0.00025; //required if using 'gravity'
me.seePlayerFreq = Math.round((30 + 20 * Math.random()) * game.lookFreqScale);
const springStiffness = isDaddyLongLegs ? 0.0001 : 0.000065;
const springDampening = isDaddyLongLegs ? 0 : 0.0006;
me.springTarget = {
x: me.position.x,
y: me.position.y
};
const len = cons.length;
cons[len] = Constraint.create({
pointA: me.springTarget,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
cons[len].length = 100 + 1.5 * radius;
me.cons = cons[len];
me.springTarget2 = {
x: me.position.x,
y: me.position.y
};
const len2 = cons.length;
cons[len2] = Constraint.create({
pointA: me.springTarget2,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
if (isDaddyLongLegs) Matter.Body.setDensity(me, 0.017); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
this.removeCons();
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.gravity();
this.searchSpring();
this.checkStatus();
this.springAttack();
};
radius = 22 // radius of each node mob
const sideLength = 100 // distance between each node mob
const nodes = 6
const angle = 2 * Math.PI / nodes
spawn.allowShields = false; //don't want shields on individual boss mobs
for (let i = 0; i < nodes; ++i) {
spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius, 12);
if (isDaddyLongLegs) Matter.Body.setDensity(mob[mob.length - 1], 0.01); //extra dense //normal is 0.001 //makes effective life much larger
targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
}
//spawn shield around all nodes
if (!isDaddyLongLegs) spawn.bossShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
spawn.allowShields = true;
const attachmentStiffness = isDaddyLongLegs ? 0.0003 : 0.05
if (!isDaddyLongLegs) spawn.constrain2AdjacentMobs(nodes + 2, attachmentStiffness, true); //loop mobs together
for (let i = 0; i < nodes; ++i) { //attach to center mob
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 1],
stiffness: attachmentStiffness,
damping: 0.01
});
World.add(engine.world, consBB[consBB.length - 1]);
}
},
timeSkipBoss(x, y, radius = 55) {
mobs.spawn(x, y, 6, radius, '#000');
let me = mob[mob.length - 1];
me.isBoss = true;
// me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0
me.eventHorizon = 1800; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
me.accelMag = 0.0004 * game.accelScale;
// me.frictionAir = 0.005;
// me.memory = 1600;
// Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0015 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onDeath = function () {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 8) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.99,
y: this.velocity.y * 0.99
});
}
this.seePlayerCheck();
this.checkStatus();
this.attraction()
if (!game.isTimeSkipping) {
const compress = 1
if (this.timeSkipLastCycle < game.cycle - compress &&
Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
this.timeSkipLastCycle = game.cycle
game.timeSkip(compress)
this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
this.stroke = "#014"
this.isShielded = false;
this.dropPowerUp = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "#fff";
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.clip();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// ctx.fillStyle = "#000";
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
} else {
this.isShielded = true;
this.dropPowerUp = false;
this.seePlayer.recall = false
this.fill = "transparent"
this.stroke = "transparent"
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
ctx.fill();
}
}
}
},
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];
me.repulsionRange = 73000; //squared
me.laserRange = 370;
me.accelMag = 0.0005 * game.accelScale;
me.frictionStatic = 0;
me.friction = 0;
spawn.shield(me, x, y);
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
this.repulsion();
//laser beam
this.laserBeam();
};
},
focuser(x, y, radius = 30 + Math.ceil(Math.random() * 10)) {
radius = Math.ceil(radius * 0.7);
mobs.spawn(x, y, 4, radius, "rgb(0,0,255)");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001
me.restitution = 0;
me.laserPos = me.position; //required for laserTracking
me.repulsionRange = 1200000; //squared
me.accelMag = 0.00009 * game.accelScale;
me.frictionStatic = 0;
me.friction = 0;
me.onDamage = function () {
this.laserPos = this.position;
};
spawn.shield(me, x, y);
me.do = function () {
if (!mech.isBodiesAsleep) {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
const dist2 = this.distanceToPlayer2();
//laser Tracking
if (this.seePlayer.yes && dist2 < 4000000) {
const rangeWidth = 2000; //this is sqrt of 4000000 from above if()
//targeting laser will slowly move from the mob to the player's position
this.laserPos = Vector.add(this.laserPos, Vector.mult(Vector.sub(player.position, this.laserPos), 0.1));
let targetDist = Vector.magnitude(Vector.sub(this.laserPos, mech.pos));
const r = 12;
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
if (targetDist < r + 16) {
targetDist = r + 10;
//charge at player
const forceMag = this.accelMag * 30 * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle);
} else {
//high friction if can't lock onto player
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.98,
// y: this.velocity.y * 0.98
// });
}
if (dist2 > 80000) {
const laserWidth = 0.002;
let laserOffR = Vector.rotateAbout(this.laserPos, (targetDist - r) * laserWidth, this.position);
let sub = Vector.normalise(Vector.sub(laserOffR, this.position));
laserOffR = Vector.add(laserOffR, Vector.mult(sub, rangeWidth));
ctx.lineTo(laserOffR.x, laserOffR.y);
let laserOffL = Vector.rotateAbout(this.laserPos, (targetDist - r) * -laserWidth, this.position);
sub = Vector.normalise(Vector.sub(laserOffL, this.position));
laserOffL = Vector.add(laserOffL, Vector.mult(sub, rangeWidth));
ctx.lineTo(laserOffL.x, laserOffL.y);
ctx.fillStyle = `rgba(0,0,255,${Math.max(0,0.3*r/targetDist)})`
ctx.fill();
}
} else {
this.laserPos = this.position;
}
};
}
},
laserTargetingBoss(x, y, radius = 80) {
const color = "#05f"
mobs.spawn(x, y, 3, radius, color);
let me = mob[mob.length - 1];
me.isBoss = true;
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.0002 * Math.sqrt(game.accelScale);
me.seePlayerFreq = Math.floor(30 * game.lookFreqScale);
me.memory = 420;
me.restitution = 1;
me.frictionAir = 0.01;
me.frictionStatic = 0;
me.friction = 0;
me.lookTorque = 0.000001 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
}
Matter.Body.setDensity(me, 0.023); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onHit = function () {
//run this function on hitting player
// this.explode();
};
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(game.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.4;
if (c > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.000004 * this.inertia;
}
// if (Math.abs(c) < 0.3) {
// const mag = 0.05
// this.force.x += mag * Math.cos(this.angle)
// this.force.y += mag * Math.sin(this.angle)
// }
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const seeRange = 8000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
vertexCollision(this.position, look, body);
if (!mech.isCloak) vertexCollision(this.position, look, [player]);
// hitting player
if (best.who === player) {
if (mech.immuneCycle < mech.cycle) {
const dmg = 0.001 * game.dmgScale;
mech.damage(dmg);
//draw damage
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI);
ctx.fill();
}
}
//draw beam
if (best.dist2 === Infinity) {
best = look;
}
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = color;
ctx.lineWidth = 3;
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
}
};
},
laser(x, y, radius = 30) {
mobs.spawn(x, y, 3, radius, "#f00");
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.00007 * game.accelScale;
me.onHit = function () {
//run this function on hitting player
this.explode();
};
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
this.laser();
};
},
laserBoss(x, y, radius = 30) {
mobs.spawn(x, y, 3, radius, "#f00");
let me = mob[mob.length - 1];
me.isBoss = true;
me.startingPosition = {
x: x,
y: y
}
me.count = 0;
me.frictionAir = 0.03;
// me.torque -= me.inertia * 0.002
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.rotateVelocity = Math.min(0.0045, 0.0015 * game.accelScale * game.accelScale) * (level.levelsCleared > 8 ? 1 : -1)
me.do = function () {
this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
if (!mech.isBodiesAsleep) {
//check if slowed
let slowed = false
for (let i = 0; i < this.status.length; i++) {
if (this.status[i].type === "slow") {
slowed = true
break
}
}
if (!slowed) {
this.count++
Matter.Body.setAngle(me, this.count * this.rotateVelocity)
}
}
// this.torque -= this.inertia * 0.0000025 / (4 + this.health);
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
Matter.Body.setPosition(this, this.startingPosition);
if (!this.isStunned) {
ctx.beginPath();
this.laser(this.vertices[0], this.angle + Math.PI / 3);
this.laser(this.vertices[1], this.angle + Math.PI);
this.laser(this.vertices[2], this.angle - Math.PI / 3);
ctx.strokeStyle = "#50f";
ctx.lineWidth = 1.5;
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([0, 0]);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(80,0,255,0.07)";
ctx.stroke(); // Draw it
}
// this.laser(this.vertices[2], this.angle + Math.PI / 3);
this.checkStatus();
};
me.laser = function (where, angle) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
};
const seeRange = 7000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: where.x + seeRange * Math.cos(angle),
y: where.y + seeRange * Math.sin(angle)
};
// vertexCollision(where, look, mob);
vertexCollision(where, look, map);
vertexCollision(where, look, body);
if (!mech.isCloak) vertexCollision(where, look, [player]);
if (best.who && best.who === player && mech.immuneCycle < mech.cycle) {
mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
const dmg = 0.14 * game.dmgScale;
mech.damage(dmg);
game.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: dmg * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});
}
//draw beam
if (best.dist2 === Infinity) best = look;
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
}
},
stabber(x, y, radius = 25 + Math.ceil(Math.random() * 12), spikeMax = 9) {
if (radius > 80) radius = 65;
mobs.spawn(x, y, 6, radius, "rgb(220,50,205)"); //can't have sides above 6 or collision events don't work (probably because of a convex problem)
let me = mob[mob.length - 1];
me.isVerticesChange = true
me.accelMag = 0.0006 * game.accelScale;
// me.g = 0.0002; //required if using 'gravity'
me.delay = 360 * game.CDScale;
me.spikeVertex = 0;
me.spikeLength = 0;
me.isSpikeGrowing = false;
me.isSpikeReset = true;
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
Matter.Body.rotate(me, Math.PI * 0.1);
spawn.shield(me, x, y);
// me.onDamage = function () {};
me.onDeath = function () {
if (this.spikeLength > 4) {
this.spikeLength = 4
const spike = Vector.mult(Vector.normalise(Vector.sub(this.vertices[this.spikeVertex], this.position)), this.radius * this.spikeLength)
this.vertices[this.spikeVertex].x = this.position.x + spike.x
this.vertices[this.spikeVertex].y = this.position.y + spike.y
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
};
me.do = function () {
if (!mech.isBodiesAsleep) {
// this.gravity();
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
if (this.isSpikeReset) {
if (this.seePlayer.recall) {
const dist = Vector.sub(this.seePlayer.position, this.position);
const distMag = Vector.magnitude(dist);
if (distMag < this.radius * 7) {
//find nearest vertex
let nearestDistance = Infinity
for (let i = 0, len = this.vertices.length; i < len; i++) {
//find distance to player for each vertex
const dist = Vector.sub(this.seePlayer.position, this.vertices[i]);
const distMag = Vector.magnitude(dist);
//save the closest distance
if (distMag < nearestDistance) {
this.spikeVertex = i
nearestDistance = distMag
}
}
this.spikeLength = 1
this.isSpikeGrowing = true;
this.isSpikeReset = false;
Matter.Body.setAngularVelocity(this, 0)
}
}
} else {
if (this.isSpikeGrowing) {
this.spikeLength += 1
if (this.spikeLength > spikeMax) {
this.isSpikeGrowing = false;
}
} else {
//reduce rotation
Matter.Body.setAngularVelocity(this, this.angularVelocity * 0.8)
this.spikeLength -= 0.2
if (this.spikeLength < 1) {
this.spikeLength = 1
this.isSpikeReset = true
}
}
const spike = Vector.mult(Vector.normalise(Vector.sub(this.vertices[this.spikeVertex], this.position)), this.radius * this.spikeLength)
this.vertices[this.spikeVertex].x = this.position.x + spike.x
this.vertices[this.spikeVertex].y = this.position.y + spike.y
}
}
};
},
striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
let me = mob[mob.length - 1];
me.accelMag = 0.0003 * game.accelScale;
me.g = 0.0002; //required if using 'gravity'
me.frictionStatic = 0;
me.friction = 0;
me.delay = 90 * game.CDScale;
me.cd = Infinity;
Matter.Body.rotate(me, Math.PI * 0.1);
spawn.shield(me, x, y);
me.onDamage = function () {
this.cd = game.cycle + this.delay;
};
me.do = function () {
this.gravity();
if (!(game.cycle % this.seePlayerFreq)) { // this.seePlayerCheck(); from mobs
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
!mech.isCloak
) {
this.foundPlayer();
if (this.cd === Infinity) this.cd = game.cycle + this.delay * 0.7;
} else if (this.seePlayer.recall) {
this.lostPlayer();
this.cd = Infinity
}
}
this.checkStatus();
this.attraction();
if (this.seePlayer.recall && this.cd < game.cycle) {
const dist = Vector.sub(this.seePlayer.position, this.position);
const distMag = Vector.magnitude(dist);
if (distMag < 400) {
this.cd = game.cycle + this.delay;
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius));
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = radius * 2;
ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000'
ctx.stroke();
}
}
};
},
sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 25)) {
let me;
mobs.spawn(x, y, 5, radius, "transparent");
me = mob[mob.length - 1];
me.accelMag = 0.0007 * game.accelScale;
me.g = 0.0002; //required if using 'gravity'
me.stroke = "transparent"; //used for drawSneaker
me.alpha = 1; //used in drawSneaker
// me.leaveBody = false;
me.canTouchPlayer = false; //used in drawSneaker
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
me.showHealthBar = false;
// me.memory = 420;
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
//draw
if (!mech.isBodiesAsleep) {
if (this.seePlayer.yes) {
if (this.alpha < 1) this.alpha += 0.01;
} else {
if (this.alpha > 0) this.alpha -= 0.03;
}
}
if (this.alpha > 0) {
if (this.alpha > 0.95) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
}
}
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(0,0,0,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) {
this.canTouchPlayer = false;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
}
};
},
ghoster(x, y, radius = 40 + Math.ceil(Math.random() * 100)) {
let me;
mobs.spawn(x, y, 7, radius, "transparent");
me = mob[mob.length - 1];
me.seeAtDistance2 = 300000;
me.accelMag = 0.00012 * game.accelScale;
if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
Matter.Body.setDensity(me, 0.00065); //normal is 0.001 //makes effective life much lower
me.stroke = "transparent"; //used for drawGhost
me.alpha = 1; //used in drawGhost
me.canTouchPlayer = false; //used in drawGhost
// me.leaveBody = false;
me.collisionFilter.mask = cat.bullet
me.showHealthBar = false;
me.memory = 480;
me.do = function () {
//cap max speed
if (this.speed > 5) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.8,
y: this.velocity.y * 0.8
});
}
this.seePlayerCheckByDistance();
this.checkStatus();
this.attraction();
this.search();
//draw
if (this.distanceToPlayer2() - this.seeAtDistance2 < 0) {
if (this.alpha < 1) this.alpha += 0.004;
} else {
if (this.alpha > 0) this.alpha -= 0.03;
}
if (this.alpha > 0) {
if (this.alpha > 0.9 && this.seePlayer.recall) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
this.collisionFilter.mask = cat.player | cat.bullet
}
}
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 1;
ctx.strokeStyle = `rgba(0,0,0,${this.alpha * this.alpha})`;
ctx.stroke();
} else if (this.canTouchPlayer) {
this.canTouchPlayer = false;
this.collisionFilter.mask = cat.bullet; //can't touch player or walls
}
};
},
// blinker(x, y, radius = 45 + Math.ceil(Math.random() * 70)) {
// mobs.spawn(x, y, 6, radius, "transparent");
// let me = mob[mob.length - 1];
// Matter.Body.setDensity(me, 0.0005); //normal is 0.001 //makes effective life much lower
// me.stroke = "rgb(0,200,255)"; //used for drawGhost
// Matter.Body.rotate(me, Math.random() * 2 * Math.PI);
// me.blinkRate = 40 + Math.round(Math.random() * 60); //required for blink
// me.blinkLength = 150 + Math.round(Math.random() * 200); //required for blink
// me.isStatic = true;
// me.memory = 360;
// me.seePlayerFreq = Math.round((40 + 30 * Math.random()) * game.lookFreqScale);
// // me.isBig = false;
// // me.scaleMag = Math.max(5 - me.mass, 1.75);
// me.onDeath = function () {
// // if (this.isBig) {
// // Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
// // this.isBig = false;
// // }
// };
// me.onHit = function () {
// game.timeSkip(120)
// };
// me.do = function () {
// this.seePlayerCheck();
// this.blink();
// //strike by expanding
// // if (this.isBig) {
// // if (this.cd - this.delay + 15 < game.cycle) {
// // Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
// // this.isBig = false;
// // }
// // } else
// if (this.seePlayer.yes && this.cd < game.cycle) {
// const dist = Vector.sub(this.seePlayer.position, this.position);
// const distMag2 = Vector.magnitudeSquared(dist);
// if (distMag2 < 80000) {
// this.cd = game.cycle + this.delay;
// // Matter.Body.scale(this, this.scaleMag, this.scaleMag);
// // this.isBig = true;
// }
// }
// };
// },
bomberBoss(x, y, radius = 88) {
//boss that drops bombs from above and holds a set distance from player
mobs.spawn(x, y, 3, radius, "transparent");
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.0014 + 0.0003 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "rgba(255,0,200)"; //used for drawGhost
me.seeAtDistance2 = 1500000;
me.fireFreq = Math.floor(120 * game.CDScale);
me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
me.hoverElevation = 460 + (Math.random() - 0.5) * 200; //squared
me.hoverXOff = (Math.random() - 0.5) * 100;
me.accelMag = Math.floor(10 * (Math.random() + 4.5)) * 0.00001 * game.accelScale;
me.g = 0.0002; //required if using 'gravity' // gravity called in hoverOverPlayer
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.01;
// me.memory = 300;
// Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001
me.collisionFilter.mask = cat.player | cat.bullet
spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.seePlayerCheckByDistance();
this.checkStatus();
if (this.seePlayer.recall) {
this.hoverOverPlayer();
this.bomb();
this.search();
}
};
},
shooter(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
mobs.spawn(x, y, 3, radius, "rgb(255,100,150)");
let me = mob[mob.length - 1];
// me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
// Matter.Body.rotate(me, Math.PI)
me.memory = 120;
me.fireFreq = 0.007 + Math.random() * 0.005;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.0005 * game.accelScale;
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.05;
me.lookTorque = 0.0000025 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
// spawn.shield(me, x, y);
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.fire();
};
},
shooterBoss(x, y, radius = 110) {
mobs.spawn(x, y, 3, radius, "rgb(255,70,180)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
me.memory = 240;
me.homePosition = {
x: x,
y: y
};
me.fireFreq = 0.025;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.005 * game.accelScale;
me.frictionAir = 0.05;
me.lookTorque = 0.000007 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
Matter.Body.setDensity(me, 0.03 + 0.0008 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.fire();
//gently return to starting location
const sub = Vector.sub(this.homePosition, this.position)
const dist = Vector.magnitude(sub)
if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
};
},
bullet(x, y, radius = 6, sides = 0) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
};
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
me.timeLeft = 200;
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0;
me.restitution = 0.8;
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
this.gravity();
this.timeLimit();
};
},
bomb(x, y, radius = 6, sides = 5) {
mobs.spawn(x, y, sides, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
};
me.onDeath = function () {
if (game.difficulty > 7) {
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
const mag = 8
const v1 = Vector.rotate({
x: 1,
y: 1
}, 2 * Math.PI * Math.random())
const v2 = Vector.rotate({
x: 1,
y: 1
}, 2 * Math.PI * Math.random())
const v3 = Vector.normalise(Vector.add(v1, v2)) //last vector is opposite the sum of the other two to look a bit like momentum is conserved
Matter.Body.setVelocity(mob[mob.length - 1], {
x: mag * v1.x,
y: mag * v1.y
});
Matter.Body.setVelocity(mob[mob.length - 2], {
x: mag * v2.x,
y: mag * v2.y
});
Matter.Body.setVelocity(mob[mob.length - 3], {
x: -mag * v3.x,
y: -mag * v3.y
});
}
}
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
me.timeLeft = 140 + Math.floor(Math.random() * 30);
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0;
me.restitution = 1;
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
this.gravity();
this.timeLimit();
};
},
sniper(x, y, radius = 35 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 3, radius, "transparent"); //"rgb(25,0,50)")
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
// Matter.Body.rotate(me, Math.PI)
me.stroke = "transparent"; //used for drawSneaker
me.alpha = 1; //used in drawSneaker
me.showHealthBar = false;
me.frictionStatic = 0;
me.friction = 0;
me.canTouchPlayer = false; //used in drawSneaker
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
me.memory = 60 //140;
me.fireFreq = 0.006 + Math.random() * 0.002;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.0005 * game.accelScale;
me.frictionAir = 0.05;
me.torque = 0.0001 * me.inertia;
me.fireDir = {
x: 0,
y: 0
};
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
// spawn.shield(me, x, y);
me.do = function () {
// this.seePlayerByLookingAt();
this.seePlayerCheck();
this.checkStatus();
if (!mech.isBodiesAsleep) {
const setNoseShape = () => {
const mag = this.radius + this.radius * this.noseLength;
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
};
//throw a mob/bullet at player
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(game.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.2;
if (c > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.000004 * this.inertia;
} else if (this.noseLength > 1.5) {
//fire
spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 4);
const v = 20 * game.accelScale;
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + this.fireDir.x * v + Math.random(),
y: this.velocity.y + this.fireDir.y * v + Math.random()
});
this.noseLength = 0;
// recoil
this.force.x -= 0.005 * this.fireDir.x * this.mass;
this.force.y -= 0.005 * this.fireDir.y * this.mass;
}
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
setNoseShape();
} else if (this.noseLength > 0.1) {
this.noseLength -= this.fireFreq / 2;
setNoseShape();
}
// else if (this.noseLength < -0.1) {
// this.noseLength += this.fireFreq / 4;
// setNoseShape();
// }
if (this.seePlayer.recall) {
if (this.alpha < 1) this.alpha += 0.01;
} else {
if (this.alpha > 0) this.alpha -= 0.03;
}
}
//draw
if (this.alpha > 0) {
if (this.alpha > 0.95) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
}
}
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(25,0,50,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) {
this.canTouchPlayer = false;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
}
};
},
sniperBullet(x, y, radius = 6, sides = 4) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
};
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
me.timeLeft = 240;
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0;
me.restitution = 0;
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
this.timeLimit();
if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) {
this.dropPowerUp = false;
this.death(); //death with no power up
}
};
},
launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.accelMag = 0.00004 * game.accelScale;
me.fireFreq = Math.floor(420 + 90 * Math.random() * game.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.02;
spawn.shield(me, x, y);
me.onDamage = function () {};
me.do = function () {
this.seePlayerCheck();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall && !(game.cycle % this.fireFreq) && !mech.isBodiesAsleep) {
Matter.Body.setAngularVelocity(this, 0.14)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 6)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -8)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
}
};
},
launcherBoss(x, y, radius = 85) {
mobs.spawn(x, y, 6, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.00008 * game.accelScale;
me.fireFreq = Math.floor(360 * game.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.02;
me.memory = 420 * game.CDScale;
me.repulsionRange = 1200000; //squared
spawn.shield(me, x, y, 1);
Matter.Body.setDensity(me, 0.004 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.onDamage = function () {};
me.do = function () {
this.seePlayerCheck();
this.checkStatus();
this.attraction();
this.repulsion();
if (this.seePlayer.recall && !(game.cycle % this.fireFreq) && !mech.isBodiesAsleep) {
Matter.Body.setAngularVelocity(this, 0.11)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 7)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
}
};
},
seeker(x, y, radius = 5, sides = 0) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(100,100,255)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 10);
};
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 420 * (0.8 + 0.4 * Math.random());
me.accelMag = 0.00017 * (0.8 + 0.4 * Math.random()) * game.accelScale;
me.frictionAir = 0.01 * (0.8 + 0.4 * Math.random());
me.restitution = 0.5;
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
// this.seePlayer.yes = false;
this.alwaysSeePlayer()
this.attraction();
this.timeLimit();
};
},
spawner(x, y, radius = 55 + Math.ceil(Math.random() * 50)) {
mobs.spawn(x, y, 4, radius, "rgb(255,150,0)");
let me = mob[mob.length - 1];
me.g = 0.0004; //required if using 'gravity'
me.leaveBody = false;
// me.dropPowerUp = false;
me.onDeath = function () { //run this function on death
for (let i = 0; i < Math.ceil(this.mass * 0.15 + Math.random() * 2.5); ++i) {
spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2.5, this.position.y + (Math.random() - 0.5) * radius * 2.5);
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + (Math.random() - 0.5) * 15,
y: this.velocity.x + (Math.random() - 0.5) * 15
});
}
};
spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
spawns(x, y, radius = 15 + Math.ceil(Math.random() * 5)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.onHit = function () {
//run this function on hitting player
this.explode();
};
me.g = 0.0001; //required if using 'gravity'
me.accelMag = 0.0003 * game.accelScale;
me.memory = 30;
me.leaveBody = false;
me.seePlayerFreq = Math.round((80 + 50 * Math.random()) * game.lookFreqScale);
me.frictionAir = 0.002;
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.onHit = function () {
//run this function on hitting player
this.explode();
};
me.g = 0.0004; //required if using 'gravity'
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
snakeBoss(x, y, radius = 80) {
//snake boss with a laser head
mobs.spawn(x, y, 8, radius, "rgb(255,50,130)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0012 * game.accelScale;
me.memory = 200;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.seePlayerCheck();
this.checkStatus();
this.attraction();
this.laserBeam();
};
//snake tail
const nodes = Math.min(3 + Math.ceil(Math.random() * game.difficulty + 2), 8)
spawn.lineBoss(x + 105, y, "spawns", nodes);
//constraint boss with first 3 mobs in lineboss
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
World.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 1],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
World.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 2],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
World.add(engine.world, consBB[consBB.length - 1]);
},
tetherBoss(x, y, radius = 90) {
// constrained mob boss for the towers level
// often has a ring of mobs around it
mobs.spawn(x, y, 8, radius, "rgb(0,60,80)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.g = 0.0001; //required if using 'gravity'
me.accelMag = 0.002 * game.accelScale;
me.memory = 20;
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
this.removeCons(); //remove constraint
};
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
shield(target, x, y, chance = Math.min(0.02 + game.difficulty * 0.005, 0.2)) {
if (this.allowShields && Math.random() < chance) {
mobs.spawn(x, y, 9, target.radius + 30, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];
me.stroke = "rgb(220,220,255)";
Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.shield = true;
me.collisionFilter.category = cat.mobShield
me.collisionFilter.mask = cat.bullet;
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: target, //attach shield to target
stiffness: 0.4,
damping: 0.1
});
World.add(engine.world, consBB[consBB.length - 1]);
me.onDamage = function () {
//make sure the mob that owns the shield can tell when damage is done
this.alertNearByMobs();
this.fill = `rgba(220,220,255,${0.3 + 0.6 *this.health})`
};
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
me.shieldTargetID = target.id
target.isShielded = true;
me.onDeath = function () {
//clear isShielded status from target
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].id === this.shieldTargetID) mob[i].isShielded = false;
}
};
//swap order of shield and mob, so that mob is behind shield graphically
mob[mob.length - 1] = mob[mob.length - 2];
mob[mob.length - 2] = me;
me.do = function () {
this.checkStatus();
};
}
},
bossShield(targets, x, y, radius, stiffness = 0.4) {
const nodes = targets.length
mobs.spawn(x, y, 9, radius, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];
me.stroke = "rgb(220,220,255)";
Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.frictionAir = 0;
me.shield = true;
me.collisionFilter.category = cat.mobShield
me.collisionFilter.mask = cat.bullet;
for (let i = 0; i < nodes; ++i) {
mob[mob.length - i - 2].isShielded = true;
//constrain to all mob nodes in boss
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 2],
stiffness: stiffness,
damping: 0.1
});
World.add(engine.world, consBB[consBB.length - 1]);
}
me.onDamage = function () {
this.alertNearByMobs(); //makes sure the mob that owns the shield can tell when damage is done
this.fill = `rgba(220,220,255,${0.3 + 0.6 *this.health})`
};
me.onDeath = function () {
//clear isShielded status from target
for (let j = 0; j < targets.length; j++) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].id === targets[j]) mob[i].isShielded = false;
}
}
};
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
mob[mob.length - 1] = mob[mob.length - 1 - nodes];
mob[mob.length - 1 - nodes] = me;
me.do = function () {
this.checkStatus();
};
},
//fan made mobs *****************************************************************************************
//*******************************************************************************************************
mobBloc(x, y, radius, color) {
mobs.spawn(x, y, 4, radius, color);
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.startingPosition = {
x: x,
y: y
}
Matter.Body.setDensity(me, 0.002);
me.leaveBody = false;
me.isStatic = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.map;
me.collisionFilter.mask = cat.powerUp | cat.map | cat.player | cat.bullet | cat.body
me.rotateVelocity = 0
me.do = function () {
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
Matter.Body.setPosition(this, this.startingPosition);
this.checkStatus();
};
},
//complex constrained mob templates**********************************************************************
//*******************************************************************************************************
allowShields: true,
nodeBoss(
x,
y,
spawn = "striker",
nodes = Math.min(2 + Math.ceil(Math.random() * (game.difficulty + 2)), 8),
//Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(game.difficulty/2)),
radius = Math.ceil(Math.random() * 10) + 17, // radius of each node mob
sideLength = Math.ceil(Math.random() * 100) + 70, // distance between each node mob
stiffness = Math.random() * 0.03 + 0.005
) {
this.allowShields = false; //don't want shields on individual boss mobs
const angle = 2 * Math.PI / nodes
let targets = []
for (let i = 0; i < nodes; ++i) {
let whoSpawn = spawn;
if (spawn === "random") {
whoSpawn = this.fullPickList[Math.floor(Math.random() * this.fullPickList.length)];
} else if (spawn === "randomList") {
whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)];
}
this[whoSpawn](x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius);
targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
}
if (Math.random() < 0.3) {
this.constrain2AdjacentMobs(nodes, stiffness * 2, true);
} else {
this.constrainAllMobCombos(nodes, stiffness);
}
//spawn shield for entire boss
if (nodes > 2 && Math.random() < 0.998) {
this.bossShield(targets, x, y, sideLength + 2.5 * radius + nodes * 6 - 25);
}
this.allowShields = true;
},
lineBoss(
x,
y,
spawn = "striker",
nodes = Math.min(3 + Math.ceil(Math.random() * game.difficulty + 2), 8),
//Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(game.difficulty/2)),
radius = Math.ceil(Math.random() * 10) + 17,
l = Math.ceil(Math.random() * 80) + 30,
stiffness = Math.random() * 0.06 + 0.01
) {
this.allowShields = false; //don't want shields on individual boss mobs
for (let i = 0; i < nodes; ++i) {
let whoSpawn = spawn;
if (spawn === "random") {
whoSpawn = this.fullPickList[Math.floor(Math.random() * this.fullPickList.length)];
} else if (spawn === "randomList") {
whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)];
}
this[whoSpawn](x + i * radius + i * l, y, radius);
}
this.constrain2AdjacentMobs(nodes, stiffness);
this.allowShields = true;
},
//constraints ************************************************************************************************
//*************************************************************************************************************
constrainAllMobCombos(nodes, stiffness) {
//runs through every combination of last 'num' bodies and constrains them
for (let i = 1; i < nodes + 1; ++i) {
for (let j = i + 1; j < nodes + 1; ++j) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - i],
bodyB: mob[mob.length - j],
stiffness: stiffness
});
World.add(engine.world, consBB[consBB.length - 1]);
}
}
},
constrain2AdjacentMobs(nodes, stiffness, loop = false) {
//runs through every combination of last 'num' bodies and constrains them
for (let i = 0; i < nodes - 1; ++i) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - i - 1],
bodyB: mob[mob.length - i - 2],
stiffness: stiffness
});
World.add(engine.world, consBB[consBB.length - 1]);
}
if (nodes > 2) {
for (let i = 0; i < nodes - 2; ++i) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - i - 1],
bodyB: mob[mob.length - i - 3],
stiffness: stiffness
});
World.add(engine.world, consBB[consBB.length - 1]);
}
}
//optional connect the tail to head
if (loop && nodes > 3) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - 1],
bodyB: mob[mob.length - nodes],
stiffness: stiffness
});
World.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - 2],
bodyB: mob[mob.length - nodes],
stiffness: stiffness
});
World.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - 1],
bodyB: mob[mob.length - nodes + 1],
stiffness: stiffness
});
World.add(engine.world, consBB[consBB.length - 1]);
}
},
constraintPB(x, y, bodyIndex, stiffness) {
cons[cons.length] = Constraint.create({
pointA: {
x: x,
y: y
},
bodyB: body[bodyIndex],
stiffness: stiffness
});
World.add(engine.world, cons[cons.length - 1]);
},
constraintBB(bodyIndexA, bodyIndexB, stiffness) {
consBB[consBB.length] = Constraint.create({
bodyA: body[bodyIndexA],
bodyB: body[bodyIndexB],
stiffness: stiffness
});
World.add(engine.world, consBB[consBB.length - 1]);
},
// body and map spawns ******************************************************************************
//**********************************************************************************************
wireHead() {
//not a mob, just a graphic for level 1
const breakingPoint = 1300
mobs.spawn(breakingPoint, -100, 0, 7.5, "transparent");
let me = mob[mob.length - 1];
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.inertia = Infinity;
me.g = 0.0004; //required for gravity
me.restitution = 0;
me.stroke = "transparent"
me.freeOfWires = false;
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (mech.pos.x > breakingPoint) {
this.freeOfWires = true;
this.fill = "#000"
this.force.x += -0.003;
player.force.x += 0.06;
// player.force.y -= 0.15;
}
//player is extra heavy from wires
Matter.Body.setVelocity(player, {
x: player.velocity.x,
y: player.velocity.y + 0.3
})
//player friction from the wires
if (mech.pos.x > 700 && player.velocity.x > -2) {
let wireFriction = 0.75 * Math.min(0.6, Math.max(0, 100 / (breakingPoint - mech.pos.x)));
if (!mech.onGround) wireFriction *= 3
Matter.Body.setVelocity(player, {
x: player.velocity.x - wireFriction,
y: player.velocity.y
})
}
//move to player
Matter.Body.setPosition(this, {
x: mech.pos.x + (42 * Math.cos(mech.angle + Math.PI)),
y: mech.pos.y + (42 * Math.sin(mech.angle + Math.PI))
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
if (!this.freeOfWires) ctx.lineTo(mech.pos.x + (30 * Math.cos(mech.angle + Math.PI)), mech.pos.y + (30 * Math.sin(mech.angle + Math.PI)));
ctx.lineCap = "butt";
ctx.lineWidth = 15;
ctx.strokeStyle = "#000";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireKnee() {
//not a mob, just a graphic for level 1
const breakingPoint = 1425
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
// me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.restitution = 0;
me.freeOfWires = false;
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 - 20;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (mech.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x -= 0.0004;
this.fill = "#222";
}
//move mob to player
mech.calcLeg(0, 0);
Matter.Body.setPosition(this, {
x: mech.pos.x + mech.flipLegs * mech.knee.x - 5,
y: mech.pos.y + mech.knee.y
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.strokeStyle = "#222";
ctx.lineCap = "butt";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireKneeLeft() {
//not a mob, just a graphic for level 1
const breakingPoint = 1400
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
// me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.restitution = 0;
me.freeOfWires = false;
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 - 35;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (mech.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x += -0.0003;
this.fill = "#333";
}
//move mob to player
mech.calcLeg(Math.PI, -3);
Matter.Body.setPosition(this, {
x: mech.pos.x + mech.flipLegs * mech.knee.x - 5,
y: mech.pos.y + mech.knee.y
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.lineCap = "butt";
ctx.strokeStyle = "#333";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireFoot() {
//not a mob, just a graphic for level 1
const breakingPoint = 1350
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.freeOfWires = false;
// me.frictionStatic = 1;
// me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 + 16;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (mech.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x += -0.0006;
this.fill = "#111";
}
//move mob to player
mech.calcLeg(0, 0);
Matter.Body.setPosition(this, {
x: mech.pos.x + mech.flipLegs * mech.foot.x - 5,
y: mech.pos.y + mech.foot.y - 1
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.lineCap = "butt";
ctx.strokeStyle = "#111";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireFootLeft() {
//not a mob, just a graphic for level 1
const breakingPoint = 1325
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.freeOfWires = false;
// me.frictionStatic = 1;
// me.friction = 1;
me.frictionAir = 0.01;
me.dropPowerUp = false;
me.showHealthBar = false;
me.do = function () {
let wireX = -50 + 26;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (mech.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x += -0.0005;
this.fill = "#222";
}
//move mob to player
mech.calcLeg(Math.PI, -3);
Matter.Body.setPosition(this, {
x: mech.pos.x + mech.flipLegs * mech.foot.x - 5,
y: mech.pos.y + mech.foot.y - 1
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.strokeStyle = "#222";
ctx.lineCap = "butt";
ctx.stroke();
ctx.lineCap = "round";
};
},
boost(x, y, height = 1000) {
spawn.mapVertex(x + 50, y + 35, "120 40 -120 40 -50 -40 50 -40");
// level.addZone(x, y, 100, 30, "fling", {Vx:Vx, Vy: Vy});
level.addQueryRegion(x, y - 20, 100, 20, "boost", [
[player], body, mob, powerUp, bullet
], -1.21 * Math.sqrt(Math.abs(height)));
let color = "rgba(200,0,255,";
level.fillBG.push({
x: x,
y: y - 25,
width: 100,
height: 25,
color: color + "0.2)"
});
level.fillBG.push({
x: x,
y: y - 55,
width: 100,
height: 55,
color: color + "0.1)"
});
level.fillBG.push({
x: x,
y: y - 120,
width: 100,
height: 120,
color: color + "0.05)"
});
},
laserZone(x, y, width, height, dmg) {
level.addZone(x, y, width, height, "laser", {
dmg
});
level.fill.push({
x: x,
y: y,
width: width,
height: height,
color: "#f00"
});
},
deathQuery(x, y, width, height) {
level.addQueryRegion(x, y, width, height, "death", [
[player], mob
]);
level.fill.push({
x: x,
y: y,
width: width,
height: height,
color: "#f00"
});
},
platform(x, y, width, height) {
const size = 20;
spawn.mapRect(x, y + height, width, 30);
level.fillBG.push({
x: x + width / 2 - size / 2,
y: y,
width: size,
height: height,
color: "#f0f0f3"
});
},
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);
}
},
debris(x, y, width, number = Math.floor(2 + Math.random() * 9)) {
for (let i = 0; i < number; ++i) {
if (Math.random() < 0.15) {
powerUps.chooseRandomPowerUp(x + Math.random() * width, y);
} else {
const size = 18 + Math.random() * 25;
spawn.bodyRect(x + Math.random() * width, y, size * (0.6 + Math.random()), size * (0.6 + Math.random()), 1);
// body[body.length] = Bodies.rectangle(x + Math.random() * width, y, size * (0.6 + Math.random()), size * (0.6 + Math.random()));
}
}
},
bodyRect(x, y, width, height, chance = 1, properties = {
friction: 0.05,
frictionAir: 0.001,
}) {
if (Math.random() < chance) body[body.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
},
bodyVertex(x, y, vector, properties) { //adds shape to body array
body[body.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
},
mapRect(x, y, width, height, properties) { //adds rectangle to map array
map[map.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
},
mapVertex(x, y, vector, properties) { //adds shape to map array
map[map.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
},
//complex map templates
spawnBuilding(x, y, w, h, leftDoor, rightDoor, walledSide) {
this.mapRect(x, y, w, 25); //roof
this.mapRect(x, y + h, w, 35); //ground
if (walledSide === "left") {
this.mapRect(x, y, 25, h); //wall left
} else {
this.mapRect(x, y, 25, h - 150); //wall left
if (leftDoor) {
this.bodyRect(x + 5, y + h - 150, 15, 150, this.propsFriction); //door left
}
}
if (walledSide === "right") {
this.mapRect(x - 25 + w, y, 25, h); //wall right
} else {
this.mapRect(x - 25 + w, y, 25, h - 150); //wall right
if (rightDoor) {
this.bodyRect(x + w - 20, y + h - 150, 15, 150, this.propsFriction); //door right
}
}
},
spawnStairs(x, y, num, w, h, stepRight) {
w += 50;
if (stepRight) {
for (let i = 0; i < num; i++) {
this.mapRect(x - (w / num) * (1 + i), y - h + (i * h) / num, w / num + 50, h - (i * h) / num + 50);
}
} else {
for (let i = 0; i < num; i++) {
this.mapRect(x + (i * w) / num, y - h + (i * h) / num, w / num + 50, h - (i * h) / num + 50);
}
}
},
//pre-made property options*************************************************************************************
//*************************************************************************************************************
//Object.assign({}, propsHeavy, propsBouncy, propsNoRotation) //will combine properties into a new object
propsFriction: {
friction: 0.5,
frictionAir: 0.02,
frictionStatic: 1
},
propsFrictionMedium: {
friction: 0.15,
frictionStatic: 1
},
propsBouncy: {
friction: 0,
frictionAir: 0,
frictionStatic: 0,
restitution: 1
},
propsSlide: {
friction: 0.003,
frictionStatic: 0.4,
restitution: 0,
density: 0.002
},
propsLight: {
density: 0.001
},
propsOverBouncy: {
friction: 0,
frictionAir: 0,
frictionStatic: 0,
restitution: 1.05
},
propsHeavy: {
density: 0.01 //default density is 0.001
},
propsIsNotHoldable: {
isNotHoldable: true
},
propsNoRotation: {
inertia: Infinity //prevents rotation
},
propsHoist: {
inertia: Infinity, //prevents rotation
frictionAir: 0.001,
friction: 0.0001,
frictionStatic: 0,
restitution: 0,
isNotHoldable: true
// density: 0.0001
},
propsDoor: {
density: 0.001, //default density is 0.001
friction: 0,
frictionAir: 0.03,
frictionStatic: 0,
restitution: 0
},
sandPaper: {
friction: 1,
frictionStatic: 1,
restitution: 0
}
};