gamma ray rename free-electron laser

"gamma-ray laser" renamed "free-electron laser" to make more scientific sense
  since gamma rays would go right through walls
laser diode now makes lasers blue
free-electron laser can no longer work with laser diode

pressure wave has a bit more damage
  crouch mode works different (much higher fire rate, low arc)

integrated armament gives 35% dmg (was 22%)
  but I fixed a bug where it gave an extra 33% ammo

mine gun gets 25% less ammo
all mines do 30% more damage

trying to make shotgun better at close range and worse at distance
  shotgun slug is much slower, but does 60% more damage
  nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage

finalBoss has 15% less health

to balance all the buffs
  ammo power ups give 15% less ammo
  damage done by mobs now scales up a bit faster each level
  damage done by you now scales down a bit faster each level
This commit is contained in:
landgreen
2021-07-09 19:09:17 -07:00
parent cc813bc479
commit 1668972156
10 changed files with 158 additions and 115 deletions

View File

@@ -345,6 +345,14 @@ const simulation = {
}
},
switchGun() {
if (tech.isLongitudinal && b.guns[b.activeGun].name === "wave beam") {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}
}
}
if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns
b.activeGun = b.inventory[b.inventoryGun];
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
@@ -662,6 +670,14 @@ const simulation = {
},
clearNow: false,
clearMap() {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}
}
}
if (tech.isMineAmmoBack) {
let count = 0;
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
@@ -676,7 +692,6 @@ const simulation = {
}
}
}
if (tech.isMutualism && !tech.isEnergyHealth) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].isMutualismActive) {
@@ -686,7 +701,6 @@ const simulation = {
}
}
}
if (tech.isEndLevelPowerUp) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "tech") {
@@ -701,10 +715,7 @@ const simulation = {
}
}
powerUps.totalPowerUps = powerUp.length
let holdTarget; //if player is holding something this remembers it before it gets deleted
if (m.holdingTarget) holdTarget = m.holdingTarget;
let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
tech.deathSpawnsFromBoss = 0;
simulation.fallHeight = 3000;
m.fireCDcycle = 0