added mod powerUps and balance

This commit is contained in:
landgreen
2019-10-21 05:20:39 -07:00
parent 5809a68360
commit 6c844fa6da
8 changed files with 274 additions and 401 deletions

View File

@@ -32,12 +32,37 @@ const powerUps = {
} else {
mech.fieldUpgrades[this.mode](); //set a predetermined power up
}
if (previousMode !== 0) { //pop the old field out in case player wants to swap back
//pop the old field out in case player wants to swap back
if (previousMode !== 0) {
mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
}
}
},
mod: {
name: "mod",
color: "#479",
size() {
return 42;
},
effect() {
const previousMode = b.mod
if (this.mode === null) { //this.mode is set if the power up has been ejected from player
mode = b.mod //start with current mob
while (mode === b.mod) {
mode = Math.floor(Math.random() * b.mods.length)
}
b.mods[mode](); //choose random upgrade that you don't already have
} else {
b.mods[this.mode](); //set a predetermined power up
}
if (previousMode != null) { //pop the old field out in case player wants to swap back
mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
powerUps.spawn(mech.pos.x, mech.pos.y - 15, "mod", false, previousMode);
}
}
},
ammo: {
name: "ammo",
color: "#467",
@@ -68,7 +93,7 @@ const powerUps = {
if (!game.lastLogTime) game.makeTextLog("+energy", 180);
} else {
//ammo given scales as mobs take more hits to kill
const ammo = Math.ceil((target.ammoPack * (0.55 + 0.1 * Math.random())) / b.dmgScale);
const ammo = Math.ceil((target.ammoPack * (0.6 + 0.05 * Math.random())) / b.dmgScale);
target.ammo += ammo;
game.updateGunHUD();
if (!game.lastLogTime) game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
@@ -127,7 +152,7 @@ const powerUps = {
if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
return;
}
if (Math.random() < 0.005 * (6 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
if (Math.random() < 0.004 * (5 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
powerUps.spawn(x, y, "gun");
return;
}
@@ -135,6 +160,27 @@ const powerUps = {
powerUps.spawn(x, y, "field");
return;
}
if (Math.random() < 0.005) {
powerUps.spawn(x, y, "mod");
return;
}
},
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
} else if (b.mod === null) {
powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.2) {
powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.2) {
powerUps.spawn(x, y, "field");
} else if (Math.random() < 0.15) {
powerUps.spawn(x, y, "gun")
} else if (mech.health < 0.5) {
powerUps.spawn(x, y, "heal");
} else {
powerUps.spawn(x, y, "ammo");
}
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
if (Math.random() < 0.5) {
@@ -144,7 +190,7 @@ const powerUps = {
}
},
spawnStartingPowerUps(x, y) {
if (b.inventory.length < 3) {
if (b.inventory.length < 2) {
powerUps.spawn(x, y, "gun", false); //starting gun
} else {
powerUps.spawnRandomPowerUp(x, y);
@@ -153,7 +199,7 @@ const powerUps = {
powerUps.spawnRandomPowerUp(x, y);
}
},
spawn(x, y, target, moving = true, mode) {
spawn(x, y, target, moving = true, mode = null) {
let i = powerUp.length;
target = powerUps[target];
size = target.size();
@@ -161,6 +207,7 @@ const powerUps = {
density: 0.001,
frictionAir: 0.01,
restitution: 0.8,
inertia: Infinity, //prevents rotation
collisionFilter: {
group: 0,
category: 0x100000,