added 5 new mods, power up display, game balance
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@@ -45,7 +45,8 @@ const powerUps = {
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
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} else {
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//ammo given scales as mobs take more hits to kill
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const ammo = Math.ceil((target.ammoPack * (0.45 + 0.08 * Math.random())) / b.dmgScale);
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let ammo = Math.ceil((target.ammoPack * (0.4 + 0.05 * Math.random())) / b.dmgScale);
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if (level.isBuildRun) ammo *= 2
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target.ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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@@ -143,38 +144,49 @@ const powerUps = {
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spawnRandomPowerUp(x, y) { //mostly used after mob dies
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if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
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return;
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}
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if (Math.random() < 0.2) {
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if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
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if (Math.random() < 0.2 && b.inventory.length > 0) {
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powerUps.spawn(x, y, "ammo");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
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return;
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}
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if (Math.random() < 0.004 * (5 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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powerUps.spawn(x, y, "gun");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.004 * (8 - b.modCount)) {
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powerUps.spawn(x, y, "mod");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod");
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return;
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}
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if (Math.random() < 0.005) {
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powerUps.spawn(x, y, "field");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
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return;
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}
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},
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spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
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if (mech.fieldMode === 0) {
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powerUps.spawn(x, y, "field")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.042 * (b.mods.length - b.modCount)) {
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powerUps.spawn(x, y, "mod")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.3) {
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powerUps.spawn(x, y, "field");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
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} else if (Math.random() < 0.05 * (7 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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powerUps.spawn(x, y, "gun")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
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} else if (mech.health < 0.6) {
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
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} else {
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powerUps.spawn(x, y, "ammo");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
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}
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},
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chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
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@@ -195,31 +207,33 @@ const powerUps = {
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}
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},
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spawn(x, y, target, moving = true, mode = null) {
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let i = powerUp.length;
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target = powerUps[target];
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size = target.size();
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powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, {
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density: 0.001,
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frictionAir: 0.01,
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restitution: 0.8,
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inertia: Infinity, //prevents rotation
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collisionFilter: {
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group: 0,
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category: 0x100000,
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mask: 0x100001
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},
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color: target.color,
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effect: target.effect,
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mode: mode,
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name: target.name,
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size: size
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});
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if (moving) {
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Matter.Body.setVelocity(powerUp[i], {
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x: (Math.random() - 0.5) * 15,
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y: Math.random() * -9 - 3
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if (!level.isBuildRun || target === "heal" || target === "ammo") {
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let i = powerUp.length;
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target = powerUps[target];
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size = target.size();
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powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, {
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density: 0.001,
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frictionAir: 0.01,
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restitution: 0.8,
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inertia: Infinity, //prevents rotation
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collisionFilter: {
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group: 0,
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category: 0x100000,
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mask: 0x100001
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},
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color: target.color,
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effect: target.effect,
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mode: mode,
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name: target.name,
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size: size
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});
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if (moving) {
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Matter.Body.setVelocity(powerUp[i], {
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x: (Math.random() - 0.5) * 15,
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y: Math.random() * -9 - 3
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});
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}
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World.add(engine.world, powerUp[i]); //add to world
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}
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World.add(engine.world, powerUp[i]); //add to world
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},
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};
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