shield rebalance, difficulty rebalance, piezo and static mods
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37
js/level.js
37
js/level.js
@@ -16,7 +16,7 @@ const level = {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(15)
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// mech.setField(3)
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// b.giveMod(10);
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b.giveMod(16);
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level.intro(); //starting level
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// level.testingMap();
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@@ -45,18 +45,18 @@ 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 += 0.1; //damage done by mobs increases each level
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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.CDScale *= 0.97 //mob CD time decreases each level
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}
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game.healScale = 1 / (1 + game.difficulty * 0.05)
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game.healScale = 1 / (1 + game.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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},
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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 -= 0.1; //damage done by mobs increases each level
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game.dmgScale -= 0.11; //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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@@ -64,14 +64,14 @@ const 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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game.healScale = 1 / (1 + game.difficulty * 0.05)
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game.healScale = 1 / (1 + game.difficulty * 0.06)
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},
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//******************************************************************************************************************
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//******************************************************************************************************************
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testingMap() {
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//start with all guns
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level.difficultyIncrease(8)
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game.zoomScale = 1400 //1400 is normal
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level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why?
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game.zoomScale = 1700 //1400 is normal
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spawn.setSpawnList();
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mech.setPosToSpawn(-75, -60); //normal spawn
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level.enter.x = mech.spawnPos.x - 50;
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@@ -114,17 +114,17 @@ const level = {
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// spawn.lineBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
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// spawn.bodyRect(-135, -50, 50, 50);
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// spawn.bodyRect(-140, -100, 50, 50);
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powerUps.spawn(420, -400, "gun", false);
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// powerUps.spawn(420, -400, "gun", false);
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// powerUps.spawn(420, -400, "field", false);
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// powerUps.spawn(420, -400, "field", false);
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// powerUps.spawn(420, -400, "field", false);
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// powerUps.spawn(450, -400, "mod", false, 6);
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// powerUps.spawn(450, -400, "mod", false);
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// spawn.bodyRect(-45, -100, 40, 50);
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// spawn.groupBoss(800, -1050);
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// spawn.starter(400, -1050);
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// spawn.bomber(800, -450);
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spawn.hopper(400, -1050);
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// spawn.starter(1200, -1050);
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// spawn.groupBoss(-600, -550);
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// spawn.nodeBoss(-600, -550, "starter");
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// spawn.starter(800, -150);
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// spawn.beamer(800, -150);
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// spawn.grower(800, -250);
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@@ -203,14 +203,14 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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for (let i = 0; i < 5; ++i) {
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if (game.difficulty * Math.random() > 3 * i) {
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for (let i = 0; i < 3; ++i) {
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if (game.difficulty * Math.random() > 15 * i) {
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spawn.randomBoss(2000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
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}
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if (game.difficulty * Math.random() > 2.6 * i) {
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if (game.difficulty * Math.random() > 10 * i) {
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spawn.randomBoss(3500 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
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}
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if (game.difficulty * Math.random() > 2.4 * i) {
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if (game.difficulty * Math.random() > 7 * i) {
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spawn.randomBoss(5000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
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}
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}
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@@ -1468,13 +1468,12 @@ const level = {
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nextLevel() {
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//enter when player isn't falling
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if (player.velocity.y < 0.1) {
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//increase difficulty based on modes
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level.difficultyIncrease(game.difficultyMode + level.isBuildRun)
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//cycles map to next level
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level.levelsCleared++;
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level.onLevel++;
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level.onLevel++; //cycles map to next level
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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level.difficultyIncrease(game.difficultyMode + level.isBuildRun) //increase difficulty based on modes
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if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
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game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
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}
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},
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