laser and pulse combined, heal effect difficulty balance, custom mode bug fix

This commit is contained in:
landgreen
2019-12-30 06:44:20 -08:00
parent 624553186c
commit 45b87e8c72
7 changed files with 502 additions and 211 deletions

View File

@@ -64,12 +64,8 @@ const game = {
x: 0,
y: 0
},
levelsCleared: 0,
g: 0.001,
dmgScale: null, //set in levels.setDifficulty
accelScale: null, //set in levels.setDifficulty
CDScale: null, //set in levels.setDifficulty
lookFreqScale: null, //set in levels.setDifficulty
onTitlePage: true,
paused: false,
testing: false, //testing mode: shows wireframe and some variables
@@ -82,8 +78,14 @@ const game = {
delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
buttonCD: 0,
isBodyDamage: true,
levelsCleared: 0,
difficultyMode: null,
difficulty: 0,
difficulty: 1,
dmgScale: null, //set in levels.setDifficulty
healScale: 1,
accelScale: null, //set in levels.setDifficulty
CDScale: null, //set in levels.setDifficulty
lookFreqScale: null, //set in levels.setDifficulty
isDraftMode: false,
// dropFPS(cap = 40, time = 15) {
// game.fpsCap = cap
@@ -462,7 +464,7 @@ const game = {
game.makeGunHUD();
mech.drop();
mech.holdingTarget = null
mech.addHealth(1);
mech.addHealth(Infinity);
mech.alive = true;
level.onLevel = 0;
level.levelsCleared = 0;