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