making mines snap to map when they stick

This commit is contained in:
landgreen
2020-01-11 19:11:41 -08:00
parent 63a6eb4e22
commit 69b7035a0b
3 changed files with 62 additions and 48 deletions

View File

@@ -14,7 +14,7 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns
// b.giveGuns(10)
b.giveGuns(10)
// mech.setField(3)
// b.giveMod(3);
@@ -49,10 +49,10 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.11; //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.dmgScale += 0.13; //damage done by mobs increases each level
b.dmgScale *= 0.93; //damage done by player decreases each level
game.accelScale *= 1.02 //mob acceleration increases each level
game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level
}
game.healScale = 1 / (1 + game.difficulty * 0.065) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
@@ -60,11 +60,11 @@ const level = {
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
game.dmgScale -= 0.11; //damage done by mobs increases each level
game.dmgScale -= 0.13; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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
b.dmgScale /= 0.93; //damage done by player decreases each level
game.accelScale /= 1.02 //mob acceleration increases each level
game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
game.CDScale /= 0.97 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 1;