nail balance, difficulty ramp scaling

mod: rail road ties - nails are 40% bigger
This commit is contained in:
landgreen
2020-08-30 13:15:34 -07:00
parent 00859f15ed
commit a0db3ffa12
5 changed files with 51 additions and 33 deletions

View File

@@ -1869,7 +1869,7 @@ const level = {
// spawn.mapRect(-1950, -400, 100, 25);
spawn.mapRect(-3150, 50, 775, 100);
spawn.mapRect(-2600, -250, 775, 100);
spawn.bodyRect(-1350, -100, 100, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(-1450, -125, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(-1800, 0, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
@@ -1881,7 +1881,7 @@ const level = {
length: 1
});
spawn.bodyRect(400, 500, 100, 100, 1, spawn.propsSlide); //weight
spawn.bodyRect(600, 525, 125, 125, 1, spawn.propsSlide); //weight
spawn.bodyRect(800, 600, 300, 100, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
@@ -2496,7 +2496,7 @@ const level = {
spawn.mapRect(-400, -2000, 3700, 250); //Ground
spawn.mapRect(2475, -1150, 1225, 250);
spawn.mapRect(500, -1150, 1175, 250); //Ground level 3
spawn.mapRect(350, -180, 4450, 1255); // Last ground
spawn.mapRect(350, -180, 4600, 1255); // Last ground
spawn.mapRect(-400, -458, 750, 3337); //mur left sous-sol
spawn.mapRect(-2850, -3375, 5300, 1375);
spawn.mapRect(-2850, -4200, 8000, 825);
@@ -3171,9 +3171,9 @@ const level = {
game.difficulty++
game.dmgScale += 0.3; //damage done by mobs increases each level
b.dmgScale *= 0.93; //damage done by player decreases each level
game.accelScale *= 1.027 //mob acceleration increases each level
game.lookFreqScale *= 0.975 //mob cycles between looks decreases each level
game.CDScale *= 0.966 //mob CD time decreases each level
if (game.accelScale < 5) game.accelScale *= 1.027 //mob acceleration increases each level
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.975 //mob cycles between looks decreases each level
if (game.CDScale > 0.2) game.CDScale *= 0.966 //mob CD time decreases each level
}
game.healScale = 1 / (1 + game.difficulty * 0.07) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
@@ -3183,9 +3183,9 @@ const level = {
game.dmgScale -= 0.3; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.93; //damage done by player decreases each level
game.accelScale /= 1.027 //mob acceleration increases each level
game.lookFreqScale /= 0.975 //mob cycles between looks decreases each level
game.CDScale /= 0.966 //mob CD time decreases each level
if (game.accelScale > 0.2) game.accelScale /= 1.027 //mob acceleration increases each level
if (game.lookFreqScale < 5) game.lookFreqScale /= 0.975 //mob cycles between looks decreases each level
if (game.CDScale < 5) game.CDScale /= 0.966 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 0;
game.healScale = 1 / (1 + game.difficulty * 0.07)
@@ -3215,6 +3215,8 @@ const level = {
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
},