difficulty rebalance, gun balance, draft polish

This commit is contained in:
landgreen
2019-12-29 15:27:05 -08:00
parent 21bc7046c3
commit 624553186c
7 changed files with 87 additions and 88 deletions

View File

@@ -41,21 +41,22 @@ const level = {
difficultyIncrease(num = 1) {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.dmgScale += 0.2; //damage done by mobs increases each level
b.dmgScale *= 0.95; //damage done by player decreases each level
game.accelScale *= 1.05 //mob acceleration increases each level
game.lookFreqScale *= 0.95 //mob cycles between looks decreases each level
game.CDScale *= 0.95 //mob CD time decreases each level
game.difficulty++
game.dmgScale += 0.15; //damage done by mobs increases each level
b.dmgScale *= 0.94; //damage done by player decreases each level
game.accelScale *= 1.03 //mob acceleration increases each level
game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level
}
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.dmgScale -= 0.2; //damage done by mobs increases each level
game.dmgScale -= 0.15; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.95; //damage done by player decreases each level
game.accelScale /= 1.05 //mob acceleration increases each level
game.lookFreqScale /= 0.95 //mob cycles between looks decreases each level
game.CDScale /= 0.95 //mob CD time decreases each level
b.dmgScale /= 0.94; //damage done by player decreases each level
game.accelScale /= 1.03 //mob acceleration increases each level
game.lookFreqScale /= 0.97 //mob cycles between looks decreases each level
game.CDScale /= 0.97 //mob CD time decreases each level
}
},
//******************************************************************************************************************
@@ -112,11 +113,11 @@ const level = {
// powerUps.spawn(450, -400, "mod", false, 6);
// powerUps.spawn(450, -400, "mod", false);
// spawn.bodyRect(-45, -100, 40, 50);
// spawn.shooter(800, -1050);
// spawn.shooter(400, -1050);
// spawn.shooter(1200, -1050);
spawn.groupBoss(800, -1050);
spawn.shooter(400, -1050);
spawn.shooter(1200, -1050);
// spawn.groupBoss(-600, -550);
// spawn.hopper(800, -150);
spawn.hopper(800, -150);
// spawn.beamer(800, -150);
// spawn.grower(800, -250);
// spawn.blinker(800, -250, 40);
@@ -325,12 +326,12 @@ const level = {
powerUps.spawn(2050, -150, "heal", false); //starting gun
// powerUps.spawn(2050, -150, "field", false); //starting gun
powerUps.spawn(2300, -150, "gun", false); //starting gun
if (game.isEasyMode) {
// powerUps.spawn(2050, -150, "mod", false); //starting gun
// powerUps.spawn(2050, -150, "mod", false); //starting gun
// powerUps.spawn(-100, -150, "ammo", false); //starting gun
powerUps.spawn(-100, 0, "heal", false); //starting gun
}
// if (game.isEasyMode) {
// // powerUps.spawn(2050, -150, "mod", false); //starting gun
// // powerUps.spawn(2050, -150, "mod", false); //starting gun
// // powerUps.spawn(-100, -150, "ammo", false); //starting gun
// powerUps.spawn(-100, 0, "heal", false); //starting gun
// }
spawn.wireFoot();
spawn.wireFootLeft();
@@ -1459,11 +1460,8 @@ const level = {
nextLevel() {
//enter when player isn't falling
if (player.velocity.y < 0.1) {
game.difficulty++;
if (game.difficulty > 1) {
level.difficultyIncrease()
if (level.isBuildRun) level.difficultyIncrease()
}
//increase difficulty based on modes
level.difficultyIncrease(game.difficultyMode + level.isBuildRun)
//cycles map to next level
level.levelsCleared++;
level.onLevel++;