diff --git a/js/bullets.js b/js/bullets.js index 7c843d2..c382406 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -609,7 +609,7 @@ const b = { //knock back const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize player.force.x -= KNOCK * Math.cos(dir) - player.force.y -= KNOCK * Math.sin(dir) * 0.5 //reduce knock back in vertical direction to stop super jumps + player.force.y -= KNOCK * Math.sin(dir) * 0.4 //reduce knock back in vertical direction to stop super jumps } }, { @@ -738,14 +738,14 @@ const b = { //knock back const KNOCK = ((mech.crouch) ? 0.015 : 0.15) * b.modBulletSize * b.modBulletSize player.force.x -= KNOCK * Math.cos(mech.angle) - player.force.y -= KNOCK * Math.sin(mech.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps + player.force.y -= KNOCK * Math.sin(mech.angle) * 0.4 //reduce knock back in vertical direction to stop super jumps } }, { name: "fléchettes", description: "fire an accurate high speed needle
", ammo: 0, - ammoPack: 19, + ammoPack: 14, have: false, fire() { const me = bullet.length; @@ -755,9 +755,9 @@ const b = { } else { bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir)); } - b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 45 : 37, dir, me); //cd , speed + b.fireProps(mech.crouch ? 50 : 30, mech.crouch ? 45 : 37, dir, me); //cd , speed bullet[me].endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger); - bullet[me].dmg = mech.crouch ? 1.5 : 1; + bullet[me].dmg = mech.crouch ? 2.2 : 1.6; b.drawOneBullet(bullet[me].vertices); bullet[me].do = function () { //low gravity @@ -917,7 +917,7 @@ const b = { name: "grenades", description: "fire a projectile that explodes on contact or after one second", ammo: 0, - ammoPack: 11, + ammoPack: 9, have: false, fire() { const me = bullet.length; @@ -1054,7 +1054,7 @@ const b = { }, { name: "spores", - description: "release an orb that discharges spores after 2 seconds
spores seek out targets
spores can pass through blocks", + description: "release an orb that discharges spores after 2 seconds
seeks out targets
passes through blocks", ammo: 0, ammoPack: 5, have: false, diff --git a/js/level.js b/js/level.js index 57ade35..a8d887e 100644 --- a/js/level.js +++ b/js/level.js @@ -14,7 +14,7 @@ const level = { if (game.levelsCleared === 0) { // game.levelsCleared = 16; //for testing to simulate possible mobs spawns // b.giveGuns("all", 1000) - // b.giveGuns(9) // set a starting gun for testing + b.giveGuns(6) // set a starting gun for testing // mech.fieldUpgrades[2].effect(); //give a field power up for testing // b.giveMod(7) diff --git a/js/powerups.js b/js/powerups.js index f530424..9a71a60 100644 --- a/js/powerups.js +++ b/js/powerups.js @@ -44,7 +44,7 @@ const powerUps = { if (!game.lastLogTime) game.makeTextLog("+energy", 300); } else { //ammo given scales as mobs take more hits to kill - const ammo = Math.ceil((target.ammoPack * (0.6 + 0.04 * Math.random())) / b.dmgScale); + const ammo = Math.ceil((target.ammoPack * (0.5 + 0.08 * Math.random())) / b.dmgScale); target.ammo += ammo; game.updateGunHUD(); if (!game.lastLogTime) game.makeTextLog("+" + ammo + " ammo for " + target.name + "", 300); @@ -92,7 +92,7 @@ const powerUps = { if (options.length > 0) { let newMod = options[Math.floor(Math.random() * options.length)] b.giveMod(newMod) - game.makeTextLog(`
 ${b.mods[newMod].name}

${b.mods[newMod].description}`, 1000); + game.makeTextLog(`
  ${b.mods[newMod].name}

${b.mods[newMod].description}`, 1000); } } }, @@ -144,7 +144,7 @@ const powerUps = { powerUps.spawn(x, y, "gun"); return; } - if (Math.random() < 0.0015 * (b.mods.length - b.modCount)) { + if (Math.random() < 0.0018 * (b.mods.length - b.modCount - 2)) { powerUps.spawn(x, y, "mod"); return; } @@ -158,7 +158,7 @@ const powerUps = { powerUps.spawn(x, y, "field") } else if (Math.random() < 0.047 * (b.mods.length - b.modCount)) { powerUps.spawn(x, y, "mod") - } else if (Math.random() < 0.25) { + } else if (Math.random() < 0.3) { powerUps.spawn(x, y, "field"); } else if (Math.random() < 0.05 * (7 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop powerUps.spawn(x, y, "gun") diff --git a/style.css b/style.css index 39da874..ba6d169 100644 --- a/style.css +++ b/style.css @@ -232,8 +232,8 @@ em { } .circle { - width: 25px; - height: 25px; + width: 20px; + height: 20px; border-radius: 50%; display: inline-block; }