difficulty rebalance, gun balance, draft polish
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48
js/level.js
48
js/level.js
@@ -41,21 +41,22 @@ const level = {
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difficultyIncrease(num = 1) {
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// if (level.isBuildRun) num++
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for (let i = 0; i < num; i++) {
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game.dmgScale += 0.2; //damage done by mobs increases each level
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b.dmgScale *= 0.95; //damage done by player decreases each level
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game.accelScale *= 1.05 //mob acceleration increases each level
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game.lookFreqScale *= 0.95 //mob cycles between looks decreases each level
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game.CDScale *= 0.95 //mob CD time decreases each level
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game.difficulty++
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game.dmgScale += 0.15; //damage done by mobs increases each level
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b.dmgScale *= 0.94; //damage done by player decreases each level
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game.accelScale *= 1.03 //mob acceleration increases each level
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game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
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game.CDScale *= 0.97 //mob CD time decreases each level
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}
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},
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.dmgScale -= 0.2; //damage done by mobs increases each level
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game.dmgScale -= 0.15; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.95; //damage done by player decreases each level
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game.accelScale /= 1.05 //mob acceleration increases each level
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game.lookFreqScale /= 0.95 //mob cycles between looks decreases each level
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game.CDScale /= 0.95 //mob CD time decreases each level
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b.dmgScale /= 0.94; //damage done by player decreases each level
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game.accelScale /= 1.03 //mob acceleration increases each level
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game.lookFreqScale /= 0.97 //mob cycles between looks decreases each level
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game.CDScale /= 0.97 //mob CD time decreases each level
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}
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},
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//******************************************************************************************************************
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@@ -112,11 +113,11 @@ const level = {
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// powerUps.spawn(450, -400, "mod", false, 6);
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// powerUps.spawn(450, -400, "mod", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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// spawn.shooter(800, -1050);
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// spawn.shooter(400, -1050);
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// spawn.shooter(1200, -1050);
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spawn.groupBoss(800, -1050);
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spawn.shooter(400, -1050);
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spawn.shooter(1200, -1050);
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// spawn.groupBoss(-600, -550);
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// spawn.hopper(800, -150);
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spawn.hopper(800, -150);
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// spawn.beamer(800, -150);
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// spawn.grower(800, -250);
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// spawn.blinker(800, -250, 40);
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@@ -325,12 +326,12 @@ const level = {
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powerUps.spawn(2050, -150, "heal", false); //starting gun
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// powerUps.spawn(2050, -150, "field", false); //starting gun
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powerUps.spawn(2300, -150, "gun", false); //starting gun
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if (game.isEasyMode) {
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// powerUps.spawn(2050, -150, "mod", false); //starting gun
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// powerUps.spawn(2050, -150, "mod", false); //starting gun
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// powerUps.spawn(-100, -150, "ammo", false); //starting gun
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powerUps.spawn(-100, 0, "heal", false); //starting gun
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}
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// if (game.isEasyMode) {
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// // powerUps.spawn(2050, -150, "mod", false); //starting gun
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// // powerUps.spawn(2050, -150, "mod", false); //starting gun
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// // powerUps.spawn(-100, -150, "ammo", false); //starting gun
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// powerUps.spawn(-100, 0, "heal", false); //starting gun
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// }
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spawn.wireFoot();
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spawn.wireFootLeft();
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@@ -1459,11 +1460,8 @@ const level = {
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nextLevel() {
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//enter when player isn't falling
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if (player.velocity.y < 0.1) {
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game.difficulty++;
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if (game.difficulty > 1) {
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level.difficultyIncrease()
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if (level.isBuildRun) level.difficultyIncrease()
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}
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//increase difficulty based on modes
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level.difficultyIncrease(game.difficultyMode + level.isBuildRun)
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//cycles map to next level
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level.levelsCleared++;
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level.onLevel++;
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