mod- pulse
gun: pulse is now a mod for laser
mod: beam splitter applies to pulse
difficulty balancing
(this needs to be done as more mods are added to the game to prevent power creep)
all modes are a bit harder
if you used to play why, try the new hard
if you used to play hard try the new normal
power ups drop more often from bosses on all modes
This commit is contained in:
24
js/game.js
24
js/game.js
@@ -127,8 +127,7 @@ const game = {
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delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
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buttonCD: 0,
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levelsCleared: 0,
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difficultyMode: 1,
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isEasyMode: false,
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difficultyMode: 2, //normal difficulty is 2
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difficulty: 0,
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dmgScale: null, //set in levels.setDifficulty
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healScale: 1,
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@@ -485,20 +484,18 @@ const game = {
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level.levelsCleared = 0;
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//resetting difficulty
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game.dmgScale = 1;
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b.dmgScale = 0.7;
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game.dmgScale = 0; //increases in level.difficultyIncrease
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b.dmgScale = 1; //decreases in level.difficultyIncrease
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game.accelScale = 1;
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game.lookFreqScale = 1;
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game.CDScale = 1;
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game.difficulty = 0;
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game.difficultyMode = Number(document.getElementById("difficulty-select").value)
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build.isCustomSelection = false;
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if (game.difficultyMode === 0) {
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game.isEasyMode = true;
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game.difficultyMode = 1
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level.difficultyDecrease(6); //if this stops being -6 change in build.calculateCustomDifficulty()
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}
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if (game.difficultyMode > 1) level.difficultyIncrease(3)
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// if (game.difficultyMode > 2) {
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// level.difficultyIncrease(game.difficultyMode)
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// level.difficultyIncrease(game.difficultyMode)
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// }
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game.clearNow = true;
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document.getElementById("text-log").style.opacity = 0;
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@@ -687,7 +684,7 @@ const game = {
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if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy + (mech.energy - mech.maxEnergy) * 0.75
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if (mech.pos.y > game.fallHeight) { // if 4000px deep
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if (game.difficultyMode > 2) {
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if (game.difficultyMode > 4) {
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mech.death();
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} else {
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@@ -726,8 +723,7 @@ const game = {
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});
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}
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}
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if (game.difficultyMode === 2) mech.damage(0.25);
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if (game.difficultyMode === 1) mech.damage(0.1);
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mech.damage(0.1 * game.difficultyMode);
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mech.energy = 0.01;
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}
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}
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@@ -753,7 +749,7 @@ const game = {
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let i = who.length;
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while (i--) {
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if (who[i].position.y > game.fallHeight) {
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if (save && game.difficultyMode < 3) {
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if (save && game.difficultyMode < 5) {
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Matter.Body.setVelocity(who[i], {
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x: 0,
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y: 0
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