-
Notifications
You must be signed in to change notification settings - Fork 163
/
Copy pathlevels.js
261 lines (204 loc) · 10.9 KB
/
levels.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
function weaveBlock(sprite,rows,cols,xstart,xthrow,ystart,ythrow,fireCycle,time)
{
for (var i=0;i<rows;i+=1)
for (var j=0;j<cols;j+=1)
addOb(sprite,weaveAction(i*100,xstart+sprite.size*j,-ystart-sprite.size*i,xthrow,ythrow,time),regularFireAction(i+j,fireCycle,sprites.greenBullet,50));
}
function wiggleBlock(sprite,rows,cols,xstart,xthrow,ystart,ythrow,fireCycle,time)
{
for (var i=0;i<rows;i+=1)
for (var j=0;j<cols;j+=1)
addOb(sprite,wiggleAction(i*100,xstart+sprite.size*j,-ystart-sprite.size*i,xthrow,ythrow,time),regularFireAction(i+j,fireCycle,sprites.greenBullet,70));
}
function weaveTrail(sprite,length,xstart,xthrow,ystart,ythrow,fireCycle,timedrop,time)
{
for (var i=0;i<length;i+=1)
addOb(sprite,weaveAction(i*timedrop,xstart,-ystart,xthrow,ythrow,time),regularFireAction(i,fireCycle,sprites.greenBullet,50));
}
function wiggleTrail(sprite,length,xstart,xthrow,ystart,ythrow,fireCycle,timedrop,time)
{
for (var i=0;i<length;i+=1)
addOb(sprite,wiggleAction(i*timedrop,xstart,-ystart,xthrow,ythrow,time),regularFireAction(i,fireCycle,sprites.greenBullet,70));
}
function finalSection(sprite)
{
for (i=0;i<10;i+=1)
addOb(sprite,bulletAction(30+Math.random()*40,-Math.random()*40,3.14/2,20+Math.random()*40));
addOb(sprites.levcomplete,bulletAction(50,-50,3.14/2,30));
}
function incoming()
{
for (i=0;i<5;i+=1)
addOb(sprites.incoming,bulletAction(30+Math.random()*40,-Math.random()*40,3.14/2,50+Math.random()*40));
}
var zoneA=[
function() { addOb(sprites.tuttouch,bulletAction(50,0,3.14/2,20)); },//tutorial text
function() { incoming();
weaveBlock(sprites.grunt1,4,4,10,30,0,15,70,1000);},//intro mini block of slow invaders
function() { weaveTrail(sprites.grunt2,15,5,90,0,10,40,150,2000); //two slow windoing snakes behind each other in time -easy
weaveTrail(sprites.grunt2,15,95,-90,40,10,40,150,2000); },
function() { weaveBlock(sprites.grunt1,4,8,1,30,0,10,50,1500); },//wide and quiet slow invaders
function() { //throbbers - x-motion rows - easy
wiggleBlock(sprites.flow1,1,5,40,-30,0,30,40,2000);
wiggleBlock(sprites.flow1,1,5,10,+30,15,30,40,2000);
wiggleBlock(sprites.flow1,1,5,40,-30,30,30,40,2000);
wiggleBlock(sprites.flow1,1,5,10,+30,45,30,40,2000);
},
function() { weaveTrail(sprites.grunt2,20,20,20,0,10,60,250,800); //medium - two snakes
weaveTrail(sprites.grunt2,20,60,20,20,10,60,250,800);},
function() { //sexy twirl curves - easy
wiggleTrail(sprites.flow2,20,10,80,0,30,50,400,2000);
},
function() { weaveTrail(sprites.grunt2,20,5,55,10,30,50,300,3000); weaveTrail(sprites.grunt2,20,95,-55,20,30,50,300,3000);},//medium cross over flowers
function() { weaveTrail(sprites.grunt2,10,5,40,10,20,60,250,2000); //lots of action flowy, hard - two beats
weaveTrail(sprites.grunt2,10,95,-40,30,20,60,250,2000);
- weaveTrail(sprites.grunt2,30,10,80,60,20,60,250,1800);},
function() { wiggleBlock(sprites.flow1,8,1,10,50,0,30,100,800); //slow flowing mutli-beat - medium
wiggleBlock(sprites.flow1,8,1,70,-50,50,30,100,1500);
wiggleBlock(sprites.flow1,8,2,20,60,100,30,100,1000);
},
function() { //shorter snake - medium
wiggleTrail(sprites.flow2,20,10,80,0,30,60,100,2000);
},
function() { //double flows three beats - hard
wiggleBlock(sprites.flow1,5,2,10,50,0,40,100,1000);
wiggleBlock(sprites.flow1,5,2,60,-50,0,40,100,1000);
wiggleBlock(sprites.flow1,5,2,30,60,50,45,100,1000);
},
function() { //2 x 2 sync'ed formation of grunt1's - hard
for (var i=0;i<6;i+=1)
weaveBlock(sprites.grunt1,2,2,(i%3)*25+5,30,i*20,20,50,1000);
},
function() { //crossing twirls - medium
wiggleTrail(sprites.flow2,20,90,-80,0,30,50,400,2000);
wiggleTrail(sprites.flow2,20,10,80,0,30,50,400,2000);
},
function() { //long snake - hard
wiggleTrail(sprites.flow2,50,10,80,0,30,60,100,2000);
},
function() { //tight crossing twirls - very dangerous Hard
wiggleTrail(sprites.flow2,20,90,-80,0,30,30,200,2000);
wiggleTrail(sprites.flow2,20,10,80,0,30,30,200,2000);
},
function() { //green boss
addOb(sprites.boss1,wiggleAction(0,10,10,80,10,3000),xZoneFireAction(20,0,1,sprites.bigGreenBullet,40));
wiggleTrail(sprites.flow2,20,10,30,100,30,100,200,2000);
weaveBlock(sprites.grunt1,3,3,45,30,50,20,50,1000);
},
function() { finalSection(sprites.zone0); }//victory
];
function sqBlock(sprite,rows,cols,xstart,xthrow,ystart,ythrow,ytravel,fireCycle,time,lag)
{
if (!lag) lag=0;
for (var i=0;i<rows;i+=1)
for (var j=0;j<cols;j+=1)
addOb(sprite,sqAction((i+j)*lag,xstart+sprite.size*j,-ystart-sprite.size*i,xthrow,ythrow,ytravel,time),regularFireAngleAction(i+j,fireCycle,sprites.bbullet,50,20));
}
function sqTrail(sprite,num,xstart,xthrow,ystart,ythrow,ytravel,fireCycle,timegap,time)
{
for (var i=0;i<num;i+=1)
addOb(sprite,sqAction(timegap*i,xstart,-ystart,xthrow,ythrow,ytravel,time),regularFireAngleAction(i,fireCycle,sprites.bbullet,50,20));
}
function sqDBlock(sprite,rows,cols,xstart,xthrow,ystart,ythrow,ytravel,fireCycle,time,lag)
{
if (!lag) lag=0;
for (var i=0;i<rows;i+=1)
for (var j=0;j<cols;j+=1)
addOb(sprite,sqAction((i+j)*lag,xstart+sprite.size*j,-ystart-sprite.size*i,xthrow,ythrow,ytravel,time),diveBombAction(i+j,fireCycle,90));
}
function blueBossLine(len,fireCycle,yoff) {
for (var i=0;i<len;i+=1)
addOb(sprites.blueBoss,wiggleAction(i*500,10,10-yoff,80,10,2000),xZoneFireAction(20,0,fireCycle,sprites.bbullet,40));
}
function dropReleaseFireAction(fireCycle)
{
return function(gameTime,fireCount) {
if (!(fireCount%fireCycle)) {
sqDBlock(sprites.geo4,2,2,this.x-10,10,-this.y-10,10,10,5,500);
}
}
}
var zoneB=[
function() { incoming();
sqBlock(sprites.geo1,4,8,10,10,0,10,10,50,1500);}, //intro mini block of slow sq invaders
function() { sqTrail(sprites.geo3,60,5,90,0,30,20,100,100,6000);}, //rolling of geo3 invaders -easy
function() { sqBlock(sprites.geo2,3,3,5,60,20,30,20,20,2000); }, //some small but fast and aggressive geo2 invaders -medium
function() { sqTrail(sprites.geo3,15,5,40,0,20,40,100,250,2000);
sqTrail(sprites.geo3,15,95,-40,0,20,40,80,250,2000); }, //2 lines folding of geo3 invaders -easyish
function() { sqTrail(sprites.geo3,30,5,90,0,30,20,20,50,5000);}, //serious rolling of geo3 invaders -medium
function() { sqDBlock(sprites.geo4,6,4,5,40,0,40,20,50,5000,100);
sqDBlock(sprites.geo4,6,4,5,40,0,40,20,50,4000,100);}, //falling blue -medium
function() { sqBlock(sprites.geo2,6,4,5,60,0,40,40,50,5000);}, //serious block of geo2 invaders -medium
function() { sqBlock(sprites.geo2,2,5,5,40,0,40,40,50,5000);
sqBlock(sprites.geo1,2,5,5,55,25,40,40,50,5000);
sqBlock(sprites.geo2,2,5,5,40,50,40,40,50,5000);
}, //mixed geo type - hard
function() { sqBlock(sprites.geo2,6,4,5,60,0,40,40,50,5000);}, //serious block of geo2 invaders -medium
function() { sqDBlock(sprites.geo4,4,4,5,40,0,40,20,20,2000,120); }, //super fast bombers falling blue -medium
function() { sqBlock(sprites.geo2,2,2,5,25,0,30,30,20,3000);
sqBlock(sprites.geo2,2,2,80,-25,0,30,30,20,3000);
sqBlock(sprites.geo2,2,2,30,35,60,30,30,20,1500);
}, //three 2 x 2 group of geo2 - one out of sync - medium
function() { wiggleBlock(sprites.flow1,8,1,10,50,50,30,100,800);
wiggleBlock(sprites.flow1,8,2,30,50,150,30,100,800);
blueBossLine(2,2,0); }, //medium - first boss encounter
function() { //green bosses and some blue fluff - very hard
addOb(sprites.boss1,wiggleAction(0,10,10,80,5,3000),xZoneFireAction(20,0,2,sprites.bigGreenBullet,40));
addOb(sprites.boss1,wiggleAction(1500,10,10,80,5,3000),xZoneFireAction(20,1,2,sprites.bigGreenBullet,40));
sqBlock(sprites.geo1,3,4,5,25,50,10,20,50,2000,50);
sqTrail(sprites.geo3,15,55,20,0,30,20,60,50,1500);
},
function() {
wiggleTrail(sprites.flow2,15,10,80,30,30,200,100,3000);
wiggleTrail(sprites.flow2,15,90,-80,60,30,200,100,3000);
sqBlock(sprites.geo1,3,4,5,25,0,10,20,50,2000,50);
sqBlock(sprites.geo1,3,4,60,-25,15,10,20,50,2000,50);
}, //two blocks of geo1's throbbing plus two bright snakes - hard
function() { //hard going level with lots of slow blue bosses and rains of blue divers
blueBossLine(5,5,0);
sqDBlock(sprites.geo4,6,6,5,40,50,40,20,80,4000,100);
blueBossLine(5,5,50);
},
function() { //the lone big blue boss 2
addOb(sprites.blueboss2,wiggleAction(0,30,0,40,5,2000),dropReleaseFireAction(5));
},
function() { finalSection(sprites.zone1); }//victory
];
function sqRedBlock(sprite,rows,cols,xstart,xthrow,ystart,ythrow,ytravel,fireCycle,time,lag)
{
if (!lag) lag=0;
for (var i=0;i<rows;i+=1)
for (var j=0;j<cols;j+=1)
addOb(sprite,sqAction((i+j)*lag,xstart+sprite.size*j,-ystart-sprite.size*i,xthrow,ythrow,ytravel,time),dualFireAngleAction(i+j,fireCycle,sprites.rbullet,50,30));
}
function wiggleRedTrail(sprite,length,xstart,xthrow,ystart,ythrow,fireCycle,timedrop,time)
{
for (var i=0;i<length;i+=1)
addOb(sprite,wiggleAction(i*timedrop,xstart,-ystart,xthrow,ythrow,time),dualFireAngleAction(i,fireCycle,sprites.rbullet,70,30));
}
var zoneC=[
function() { incoming();
sqRedBlock(sprites.red1,4,8,10,10,0,10,10,50,1000);} , //intro heavy block of red1
function() { wiggleRedTrail(sprites.red2,30,10,60,0,60,50,200,3000); } ,//first pink tri's agressive
function() { sqRedBlock(sprites.red1,2,2,5,25,0,30,30,30,3000,100);
sqRedBlock(sprites.red1,2,2,80,-25,0,30,30,30,3000,100);
sqRedBlock(sprites.red1,3,3,30,35,60,30,30,30,2000,100);
sqTrail(sprites.geo3,30,20,60,0,30,40,50,100,5000);
}, //three 2 x 2 group of red1 + long blue flowing snake - hard
function() { wiggleRedTrail(sprites.red2,10,10,60,0,60,50,300,3000);
wiggleRedTrail(sprites.red2,10,90,-60,0,60,50,300,4000);
wiggleBlock(sprites.flow1,8,1,10,50,0,30,70,800);
wiggleBlock(sprites.flow1,8,1,70,-50,50,30,70,1000);}, //green and red flow mix - fun - 2 death
function() { sqRedBlock(sprites.red1,3,7,5,40,80,40,40,50,5000);
sqBlock(sprites.geo2,2,5,5,40,50,40,40,50,5000);
sqDBlock(sprites.geo4,6,4,5,40,0,40,20,20,5000,100);
}, //shielded shooters + falling blues
function() { //the climax in hell
addOb(sprites.blueboss2,wiggleAction(0,30,0,40,5,2000),dropReleaseFireAction(15));
blueBossLine(5,10,0);
wiggleRedTrail(sprites.red2,10,90,-60,0,60,50,300,1000);
sqBlock(sprites.geo2,2,5,5,40,0,30,30,50,5000);
},
function() { finalSection(sprites.zone2); },//victory
]
var zones=[zoneA,zoneB,zoneC];