difficulty
difficulty rework difficulty adjusted through a power up on the initial level difficulty parameters are more precisely explained JUNK tech: difficulty - spawns a difficulty power up (only works before level 6) bots no longer benefit from increased fireRate shields have a chance spawn on almost all mobs (but not stealth mobs) level exit door animation is 33% faster power ups have fewer sides. It might improve game performance, but I can't tell the difference. 1.15x base wave bullets damage (bots, particles, and phonon) metamaterial absorber 25->30% chance to get power ups from mobs left alive apomixis is now a JUNK tech, and it requires duplication > 99% pilot wave field 2->3 extra choices plasma torch slows mobs more, and don't push mobs back as much fixed bug where plasma torch didn't get tech degenerate matter laserLayerBoss and layerLayer do 33% less damage mines aren't triggered by invulnerable mobs bug fixes
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@@ -192,10 +192,11 @@ const simulation = {
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levelsCleared: 0,
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difficultyMode: 2, //normal difficulty is 2
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difficulty: 0,
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dmgScale: null, //set in levels.setDifficulty
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constraint: 0,
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dmgScale: null,
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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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accelScale: null,
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CDScale: null,
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molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones //randomize molecular assembler field type
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// dropFPS(cap = 40, time = 15) {
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// simulation.fpsCap = cap
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@@ -625,8 +626,8 @@ const simulation = {
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restoreCamera() {
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ctx.restore();
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},
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trails() {
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const swapPeriod = 150
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trails(swapPeriod = 150) {
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// const swapPeriod = 150
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const len = 30
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for (let i = 0; i < len; i++) {
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setTimeout(function () {
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@@ -846,10 +847,7 @@ const simulation = {
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level.onLevel = 0;
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level.levelsCleared = 0;
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//resetting difficulty
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// simulation.difficulty = 0;
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level.setDifficulty()
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simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
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level.updateDifficulty()
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simulation.clearNow = true;
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document.getElementById("text-log").style.display = "none"
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@@ -1143,15 +1141,6 @@ const simulation = {
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simulation.updateGunHUD();
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}
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
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// if (b.guns[i].name === "mine") {
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// b.guns[i].ammo += count
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// if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
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// simulation.updateGunHUD();
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// break;
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// }
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// }
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if (tech.isMutualism && !tech.isEnergyHealth) {
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].isMutualismActive) {
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@@ -1304,7 +1293,7 @@ const simulation = {
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isDropPowerUp && mob[i].alive) count++
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}
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count *= 0.25 //to fake the 25% chance, this makes it not random, and more predictable
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count *= 0.3 //to fake the 25% chance, this makes it not random, and more predictable
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let cycle = () => { //run after waiting a cycle for the map to be cleared
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const types = ["heal", "ammo", "heal", "ammo", "research", "coupling", "boost", "tech", "gun", "field"]
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for (let i = 0; i < count; i++) powerUps.spawnDelay(types[Math.floor(Math.random() * types.length)], 1)
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