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:
landgreen
2020-10-25 15:09:55 -07:00
parent a5f79bf742
commit c7048c9324
9 changed files with 212 additions and 233 deletions

View File

@@ -127,8 +127,7 @@ const game = {
delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
buttonCD: 0,
levelsCleared: 0,
difficultyMode: 1,
isEasyMode: false,
difficultyMode: 2, //normal difficulty is 2
difficulty: 0,
dmgScale: null, //set in levels.setDifficulty
healScale: 1,
@@ -485,20 +484,18 @@ const game = {
level.levelsCleared = 0;
//resetting difficulty
game.dmgScale = 1;
b.dmgScale = 0.7;
game.dmgScale = 0; //increases in level.difficultyIncrease
b.dmgScale = 1; //decreases in level.difficultyIncrease
game.accelScale = 1;
game.lookFreqScale = 1;
game.CDScale = 1;
game.difficulty = 0;
game.difficultyMode = Number(document.getElementById("difficulty-select").value)
build.isCustomSelection = false;
if (game.difficultyMode === 0) {
game.isEasyMode = true;
game.difficultyMode = 1
level.difficultyDecrease(6); //if this stops being -6 change in build.calculateCustomDifficulty()
}
if (game.difficultyMode > 1) level.difficultyIncrease(3)
// if (game.difficultyMode > 2) {
// level.difficultyIncrease(game.difficultyMode)
// level.difficultyIncrease(game.difficultyMode)
// }
game.clearNow = true;
document.getElementById("text-log").style.opacity = 0;
@@ -687,7 +684,7 @@ const game = {
if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy + (mech.energy - mech.maxEnergy) * 0.75
if (mech.pos.y > game.fallHeight) { // if 4000px deep
if (game.difficultyMode > 2) {
if (game.difficultyMode > 4) {
mech.death();
} else {
@@ -726,8 +723,7 @@ const game = {
});
}
}
if (game.difficultyMode === 2) mech.damage(0.25);
if (game.difficultyMode === 1) mech.damage(0.1);
mech.damage(0.1 * game.difficultyMode);
mech.energy = 0.01;
}
}
@@ -753,7 +749,7 @@ const game = {
let i = who.length;
while (i--) {
if (who[i].position.y > game.fallHeight) {
if (save && game.difficultyMode < 3) {
if (save && game.difficultyMode < 5) {
Matter.Body.setVelocity(who[i], {
x: 0,
y: 0