beetlemania
mob: beetleBoss mob: flutter balance: all mobs at every level are about 2%-3% harder to kill
This commit is contained in:
22
js/level.js
22
js/level.js
@@ -16,7 +16,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(6 * 4) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(8 * 4) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.maxHealth = m.health = 100
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// powerUps.research.changeRerolls(100000)
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@@ -24,7 +24,7 @@ const level = {
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// powerUps.research.changeRerolls(100)
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// tech.tech[297].frequency = 100
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// b.guns[0].ammo = 10000
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// m.setField("molecular assembler") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// m.setField("time dilation") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// tech.giveTech("infrared diode");
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// tech.giveTech("active cooling");
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@@ -37,8 +37,8 @@ const level = {
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
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// spawn.starter(1900, -500, 200)
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// spawn.starter(1900, -500, 50)
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// spawn.revolutionBoss(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.starter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
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// spawn.beetleBoss(1900, -400)
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// for (let i = 0; i < 10; ++i) spawn.flutter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
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// level.testing(); //not in rotation, used for testing
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// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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@@ -148,7 +148,7 @@ const level = {
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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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m.dmgScale *= 0.925; //damage done by player decreases each level
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m.dmgScale *= 0.922; //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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@@ -159,7 +159,7 @@ const level = {
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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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m.dmgScale /= 0.925; //damage done by player decreases each level
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m.dmgScale /= 0.922; //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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@@ -254,8 +254,10 @@ const level = {
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level.levels = shuffle(level.levels); //shuffles order of maps
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}
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// level.levels.splice(Math.floor(level.levels.length * (0.4 + 0.6 * Math.random())), 0, "reservoir"); //add level to the back half of the randomized levels list
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level.levels.splice(Math.floor(Math.seededRandom((level.levels.length) * 0.6, level.levels.length)), 0, "reservoir"); //add level to the back half of the randomized levels list
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level.levels.splice(Math.floor(Math.seededRandom((level.levels.length) * 0.6, level.levels.length)), 0, "reactor"); //add level to the back half of the randomized levels list
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level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.6, level.levels.length)), 0, "reservoir"); //add level to the back half of the randomized levels list
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level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.6, level.levels.length)), 0, "reactor"); //add level to the back half of the randomized levels list
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// level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.2, level.levels.length * 0.5)), 0, "reactor"); //add level to the back half of the randomized levels list
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// level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.7, level.levels.length)), 0, "reactor"); //add level to the back half of the randomized levels list
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level.levels.splice(0, 2); //remove 2 levels from the start of the array
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if (!build.isExperimentSelection || (build.hasExperimentalMode && !simulation.isCheating)) { //experimental mode is endless, unless you only have an experiment Tech
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level.levels.unshift("intro"); //add level to the start of the randomized levels list
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@@ -2733,7 +2735,7 @@ const level = {
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spawn.mapRect(475, -25, 25, 50); //edge shelf
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},
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testing() {
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const hazard = level.hazard(6000, -1000, 5, 1000, 0.4) //laser
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// const hazard = level.hazard(6000, -1000, 5, 1000, 0.4) //laser
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const button = level.button(1000, 0)
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spawn.bodyRect(1000, -50, 50, 50);
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@@ -2747,7 +2749,7 @@ const level = {
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level.enter.draw();
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};
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level.customTopLayer = () => {
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hazard.opticalQuery();
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// hazard.opticalQuery();
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button.query();
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button.draw();
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ctx.fillStyle = "rgba(0,0,0,0.1)"
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