making mines snap to map when they stick
This commit is contained in:
18
js/level.js
18
js/level.js
@@ -14,7 +14,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(10)
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b.giveGuns(10)
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// mech.setField(3)
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// b.giveMod(3);
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@@ -49,10 +49,10 @@ const level = {
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// if (level.isBuildRun) num++
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.11; //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.dmgScale += 0.13; //damage done by mobs increases each level
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b.dmgScale *= 0.93; //damage done by player decreases each level
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game.accelScale *= 1.02 //mob acceleration increases each level
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game.lookFreqScale *= 0.98 //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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game.healScale = 1 / (1 + game.difficulty * 0.065) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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@@ -60,11 +60,11 @@ const level = {
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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.difficulty--
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game.dmgScale -= 0.11; //damage done by mobs increases each level
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game.dmgScale -= 0.13; //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 /= 0.94; //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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b.dmgScale /= 0.93; //damage done by player decreases each level
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game.accelScale /= 1.02 //mob acceleration increases each level
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game.lookFreqScale /= 0.98 //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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if (game.difficulty < 1) game.difficulty = 1;
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