From dc408dd4645bf876747b1a7b551cc106bc998bcf Mon Sep 17 00:00:00 2001 From: lilgreenland Date: Thu, 5 Dec 2019 15:44:52 -0800 Subject: [PATCH] minor balance changes --- js/bullets.js | 2 +- js/game.js | 2 +- js/level.js | 95 +++------------------------------------------------ js/mobs.js | 4 +-- 4 files changed, 8 insertions(+), 95 deletions(-) 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() {