worm hole mods

mod: critical bifurcation - nail gun does 400% more damage if it hits very close to the center of a mob
mod: supercritical fission - flechettes explode if they hit very close to the center of a mob

mod: transdimensional spores - after wormholes eat blocks, they disturb spores
mod: traversable geodesics - your bullets can go through worm holes

scrap bots now only last only 30 seconds, but they have a 20% chance to spawn from a kill (was 11%)
the difficulty should feel a bit harder after clearing the boss level
  (a bit more more damage taken, and fewer mod drops)
This commit is contained in:
landgreen
2020-10-20 17:23:47 -07:00
parent fb13945879
commit 0c2285b1c7
8 changed files with 221 additions and 142 deletions

View File

@@ -15,12 +15,12 @@ const level = {
// game.zoomScale = 1000;
// game.setZoom();
// mech.isCloak = true;
mech.setField("wormhole")
// b.giveGuns("nail gun")
// mech.setField("wormhole")
// b.giveGuns("flechettes")
// for (let i = 0; i < 10; i++) {
// mod.giveMod("laser-bot");
// }
mod.giveMod("cosmic string")
// mod.giveMod("supercritical fission")
level.intro(); //starting level
@@ -149,10 +149,10 @@ const level = {
// spawn.sniper(1700, -120, 50)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
// spawn.sniper(2200, -120)
// spawn.cellBossCulture(1600, -500)
spawn.powerUpBoss(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.powerUpBoss(1600, -500)
spawn.sniper(1200, -500)
spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "launcher")
// spawn.snakeBoss(1200, -500)
@@ -3841,7 +3841,7 @@ const level = {
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.37; //damage done by mobs increases each level
game.dmgScale += 0.38; //damage done by mobs increases each level
b.dmgScale *= 0.93; //damage done by player decreases each level
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
@@ -3852,7 +3852,7 @@ const level = {
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
game.dmgScale -= 0.37; //damage done by mobs increases each level
game.dmgScale -= 0.38; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.93; //damage done by player decreases each level
if (game.accelScale > 0.2) game.accelScale /= 1.02 //mob acceleration increases each level
@@ -3887,6 +3887,7 @@ const level = {
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);