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
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@@ -98,12 +98,19 @@ const spawn = {
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Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
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// spawn.shield(me, x, y, 1);
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me.onDeath = function() {
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level.bossKilled = true;
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level.exit.x = 5500;
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level.exit.y = -330;
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//ramp up damage
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for (let i = 0; i < 2; i++) level.difficultyIncrease(simulation.difficultyMode)
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//set game to the next highest difficulty level if not on why
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if (simulation.difficultyMode < 6) {
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simulation.difficultyMode++
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document.getElementById("difficulty-select").value = simulation.difficultyMode
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localSettings.difficultyMode = simulation.difficultyMode
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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simulation.makeTextLog(`<span class='color-var'>simulation</span>.difficultyMode<span class='color-symbol'>++</span>`);
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}
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//pull in particles
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for (let i = 0, len = body.length; i < len; ++i) {
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