diff --git a/js/bullets.js b/js/bullets.js
index a504b5b..feb9172 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -735,7 +735,7 @@ const b = {
bullet[me].charge = 0;
bullet[me].do = function () {
if (this.isCharging) {
- if ((!game.mouseDown && this.charge > 0.4)) { //fire on mouse release
+ if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release
this.isCharging = false
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
diff --git a/js/game.js b/js/game.js
index 467fa18..d638485 100644
--- a/js/game.js
+++ b/js/game.js
@@ -405,7 +405,7 @@ const game = {
addGravity(body, game.g);
player.force.y += player.mass * mech.gravity;
},
- reset() {
+ reset() { //run on first run, and each later run after you die
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].have = false;
diff --git a/js/level.js b/js/level.js
index 4d875c9..a66d8b3 100644
--- a/js/level.js
+++ b/js/level.js
@@ -14,7 +14,6 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns
- // level.startBuildRun(5)
// b.giveGuns(1)
// mech.fieldUpgrades[2].effect();
// b.giveMod(13)
@@ -38,95 +37,8 @@ const level = {
game.draw.setPaths();
},
isBuildRun: false,
- builds: [ // choose 5 total: guns, mods, and field
- () => {
- mech.fieldUpgrades[2].effect();
- b.giveMod(5)
- b.giveMod(12)
- b.giveMod(15)
- b.giveMod(18)
- game.replaceTextLog = true;
- game.makeTextLog("
build: wild melee
", 300);
- },
- () => {
- b.giveGuns(13)
- // mech.fieldUpgrades[5].effect();
- b.giveMod(7)
- b.giveMod(16)
- b.giveMod(17)
- game.replaceTextLog = true;
- game.makeTextLog("build: hive master
zoom in and out with +/-", 300);
- },
- () => {
- // b.giveGuns(13)
- mech.fieldUpgrades[5].effect();
- b.giveMod(6)
- b.giveMod(8)
- b.giveMod(9)
- game.replaceTextLog = true;
- game.makeTextLog("build: drone close range
", 300);
- },
- () => {
- b.giveGuns(8)
- mech.fieldUpgrades[4].effect();
- b.giveMod(4)
- b.giveMod(5)
- b.giveMod(19)
- game.replaceTextLog = true;
- game.makeTextLog("build: anti-air
", 300);
- },
- () => {
- b.giveMod(6)
- b.giveMod(7)
- b.giveMod(12)
- b.giveMod(13)
- b.giveMod(14)
- game.replaceTextLog = true;
- game.makeTextLog("build: fastball
", 300);
- },
- () => {
- b.giveGuns(5)
- mech.fieldUpgrades[6].effect();
- b.giveMod(1)
- b.giveMod(8)
- b.giveMod(15)
- game.replaceTextLog = true;
- game.makeTextLog("build: stealth
", 300);
- },
- () => {
- b.giveGuns(2)
- mech.fieldUpgrades[1].effect();
- b.giveMod(8)
- b.giveMod(9)
- b.giveMod(11)
- game.replaceTextLog = true;
- game.makeTextLog("build: time out
", 300);
- },
- () => {
- b.giveGuns(0)
- mech.fieldUpgrades[5].effect();
- b.giveMod(7)
- b.giveMod(5)
- b.giveMod(18)
- game.replaceTextLog = true;
- game.makeTextLog("build: laser tag
", 300);
- },
- () => {
- b.giveGuns(12)
- mech.fieldUpgrades[6].effect();
- b.giveMod(3)
- b.giveMod(6)
- b.giveMod(7)
- game.replaceTextLog = true;
- game.makeTextLog("build: phased spores
", 300);
- },
- ],
- startBuildRun(build) {
- level.builds[build]()
- game.difficulty = 6;
- level.isBuildRun = true
- },
difficultyIncrease(num = 1) {
+ // if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.dmgScale += 0.2; //damage done by mobs increases each level
b.dmgScale *= 0.95; //damage done by player decreases each level
@@ -1558,7 +1470,10 @@ const level = {
//enter when player isn't falling
if (player.velocity.y < 0.1) {
game.difficulty++;
- if (game.difficulty > 1) level.difficultyIncrease()
+ if (game.difficulty > 1) {
+ level.difficultyIncrease()
+ if (level.isBuildRun) level.difficultyIncrease()
+ }
//cycles map to next level
level.levelsCleared++;
level.onLevel++;
diff --git a/js/mobs.js b/js/mobs.js
index ce0eae2..75f04da 100644
--- a/js/mobs.js
+++ b/js/mobs.js
@@ -898,9 +898,7 @@ const mobs = {
}
},
damage(dmg) {
- console.log(dmg, "before")
dmg /= Math.sqrt(this.mass)
- console.log(dmg, "after")
if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500
if (dmg !== Infinity) {
@@ -909,7 +907,7 @@ const mobs = {
}
this.health -= dmg
//this.fill = this.color + this.health + ')';
- if (this.health < 0.01) this.death();
+ if (this.health < 0.05) this.death();
this.onDamage(this); //custom damage effects
},
onDamage() {