bounceBoss balance and bug fixes
difficulty balance per level mob harm done is reduced about 2% player damage is increased about 2% slasher mobs do 20% less damage this is because they killed me on my last run and I'm bitter mantisBoss is invincible for a less time Zeno's paradox removes 1/10 -> 1/12 health every 5 seconds slow, stun, plasma, foam, neutron bomb effects now only slow mobs down to a minimum speed of about 2-4 bug fixes bounceBoss deals with slow effects in a less buggy way final boss didn't kill invincible mobs when it dies
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14
js/level.js
14
js/level.js
@@ -128,29 +128,29 @@ const level = {
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b.dmgScale = 1; //damage done by player decreases each level
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simulation.accelScale = 1 //mob acceleration increases each level
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simulation.CDScale = 1 //mob CD time decreases each level
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simulation.dmgScale = 0.38 * simulation.difficulty //damage done by mobs increases each level
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simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs increases each level
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
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},
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difficultyIncrease(num = 1) {
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for (let i = 0; i < num; i++) {
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simulation.difficulty++
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b.dmgScale *= 0.917; //damage done by player decreases each level
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b.dmgScale *= 0.92; //damage done by player decreases each level
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if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each level
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if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level
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}
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simulation.dmgScale = 0.38 * simulation.difficulty //damage done by mobs scales with total levels
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simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
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// console.log(`CD = ${simulation.CDScale}`)
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},
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difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
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for (let i = 0; i < num; i++) {
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simulation.difficulty--
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b.dmgScale /= 0.917; //damage done by player decreases each level
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b.dmgScale /= 0.92; //damage done by player decreases each level
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if (simulation.accelScale > 1) simulation.accelScale /= 1.025 //mob acceleration increases each level
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if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level
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}
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if (simulation.difficulty < 1) simulation.difficulty = 0;
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simulation.dmgScale = 0.38 * simulation.difficulty //damage done by mobs scales with total levels
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simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
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if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
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},
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@@ -320,8 +320,8 @@ const level = {
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player.position.x > level.exit.x &&
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player.position.x < level.exit.x + 100 &&
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player.position.y > level.exit.y - 150 &&
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player.position.y < level.exit.y - 40 &&
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player.velocity.y < 0.1
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player.position.y < level.exit.y - 0 &&
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player.velocity.y < 0.15
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) {
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level.exitCount += input.down ? 8 : 2
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} else if (level.exitCount > 0) {
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