foam balance

beating the final boss automatically increases the difficulty mode for this run and future runs
some foam balancing, mostly buffs
standing wave harmonics gets 15% harm reduction again
This commit is contained in:
landgreen
2021-01-01 05:42:06 -08:00
parent 2c30382093
commit 3fa89b85d7
9 changed files with 215 additions and 170 deletions

View File

@@ -26,6 +26,7 @@ const level = {
level.intro(); //starting level
// level.testing(); //not in rotation
// level.escape() //after the final boss, ending
// level.final() //final boss level
// level.gauntlet(); //before final boss level
// level.testChamber() //less mobs, more puzzle
@@ -97,6 +98,47 @@ const level = {
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
escape() {
const hazard = level.hazard(-1775, 150, 3575, 650, 0.01, "hsla(160, 100%, 35%,0.75)")
// level.bossKilled = false; // if a boss needs to be killed
level.custom = () => {
// level.playerExitCheck();
hazard.query();
// hazard.level(true)
};
level.customTopLayer = () => {
hazard.draw();
};
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 0;
level.exit.y = 200;
level.defaultZoom = 1000
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#aaa";
// level.fill.push({ //foreground
// x: 2500,
// y: -1100,
// width: 450,
// height: 250,
// color: "rgba(0,0,0,0.1)"
// });
// level.fillBG.push({ //background
// x: 1300,
// y: -1800,
// width: 750,
// height: 1800,
// color: "#d4d4d7"
// });
spawn.mapRect(-500, 0, 1000, 1000); //center platform
spawn.mapRect(-2000, 800, 4000, 200); //base
spawn.mapRect(-2000, -1000, 4000, 200); //ceiling
spawn.mapRect(-2000, -1000, 225, 2000); //left
spawn.mapRect(1800, -1000, 200, 2000); //right
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
},
testing() {
const button = level.button(200, -700)
level.custom = () => {
@@ -160,16 +202,16 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
spawn.starter(1900, -500, 200) //big boy
// spawn.starter(1900, -500, 200) //big boy
// spawn.exploder(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(1600, -500)
// spawn.shooter(1700, -120)
spawn.shooter(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
// spawn.cellBossCulture(1600, -500)
// spawn.streamBoss(1600, -500)
spawn.streamBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
@@ -179,7 +221,6 @@ const level = {
// spawn.randomMob(1600, -500)
},
template() {
// level.bossKilled = false; // if a boss needs to be killed
level.custom = () => {
level.playerExitCheck();
};
@@ -2121,7 +2162,6 @@ const level = {
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
office() {
level.bossKilled = false; // if a boss needs to be killed
let button, door
if (Math.random() < 0.75) { //normal direction start in top left
button = level.button(525, 0)
@@ -3820,7 +3860,6 @@ const level = {
// `, 1200);
},
nextLevel() {
// if (level.bossKilled)
level.levelsCleared++;
// level.difficultyIncrease(simulation.difficultyMode) //increase difficulty based on modes