font spacing, gun discriptions, game balance

This commit is contained in:
landgreen
2019-10-07 06:51:31 -07:00
parent 99813abf79
commit 868a8a3e89
9 changed files with 191 additions and 164 deletions

View File

@@ -23,8 +23,8 @@ const level = {
// this.towers();
// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
// b.giveGuns(0) // set a starting gun for testing
mech.fieldUpgrades[6]() //give a field power up for testing
// b.giveGuns(11) // set a starting gun for testing
// mech.fieldUpgrades[6]() //give a field power up for testing
} else {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
this[this.levels[this.onLevel]](); //picks the current map from the the levels array
@@ -34,6 +34,13 @@ const level = {
this.addToWorld(); //add bodies to game engine
game.draw.setPaths();
},
difficultyIncrease() {
game.dmgScale += 0.35; //damage done by mobs increases each level
b.dmgScale *= 0.92; //damage done by player decreases each level
game.accelScale *= 1.05 //mob acceleration increases each level
game.lookFreqScale *= 0.95 //mob cycles between looks decreases each level
game.CDScale *= 0.95 //mob CD time decreases each level
},
//******************************************************************************************************************
//******************************************************************************************************************
testingMap() {
@@ -42,8 +49,7 @@ const level = {
spawn.setSpawnList();
game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
for (let i = 0; i < game.levelsCleared; i++) {
game.dmgScale += 0.4; //damage done by mobs increases each level
b.dmgScale *= 0.9; //damage done by player decreases each level
level.difficultyIncrease()
}
mech.setPosToSpawn(-75, -60); //normal spawn
level.enter.x = mech.spawnPos.x - 50;
@@ -1298,12 +1304,8 @@ const level = {
nextLevel() {
//enter when player isn't falling
if (player.velocity.y < 0.1) {
//increases difficulty
game.levelsCleared++;
if (game.levelsCleared > 1) {
game.dmgScale += 0.25; //damage done by mobs increases each level
b.dmgScale *= 0.93; //damage done by player decreases each level
}
if (game.levelsCleared > 1) level.difficultyIncrease()
//cycles map to next level
level.onLevel++;
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
@@ -1401,9 +1403,8 @@ const level = {
}
},
levelAnnounce() {
let text = (game.levelsCleared) + " " + level.levels[level.onLevel];
document.title = "n-gon: L" + text;
game.makeTextLog("level " + text, 300);
document.title = "n-gon: L" + (game.levelsCleared) + " " + level.levels[level.onLevel];
game.makeTextLog(`<div style='font-size: 25px;'>level ${game.levelsCleared} </div> <div style='font-size: 32px;'>${level.levels[level.onLevel]} </div>`, 300);
// if (game.levelsCleared === 0) text = "";
// text = "Level " + (game.levelsCleared + 1) + ": " + spawn.pickList[0] + "s + " + spawn.pickList[1] + "s";