minor balance changes
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@@ -735,7 +735,7 @@ const b = {
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bullet[me].charge = 0;
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bullet[me].do = function () {
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if (this.isCharging) {
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if ((!game.mouseDown && this.charge > 0.4)) { //fire on mouse release
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if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release
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this.isCharging = false
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mech.fireCDcycle = mech.cycle + 2; // set fire cool down
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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)
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@@ -405,7 +405,7 @@ const game = {
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addGravity(body, game.g);
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player.force.y += player.mass * mech.gravity;
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},
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reset() {
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reset() { //run on first run, and each later run after you die
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b.inventory = []; //removes guns and ammo
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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b.guns[i].have = false;
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95
js/level.js
95
js/level.js
@@ -14,7 +14,6 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// level.startBuildRun(5)
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// b.giveGuns(1)
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// mech.fieldUpgrades[2].effect();
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// b.giveMod(13)
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@@ -38,95 +37,8 @@ const level = {
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game.draw.setPaths();
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},
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isBuildRun: false,
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builds: [ // choose 5 total: guns, mods, and field
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() => {
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mech.fieldUpgrades[2].effect();
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b.giveMod(5)
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b.giveMod(12)
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b.giveMod(15)
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b.giveMod(18)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: wild melee</h2>", 300);
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},
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() => {
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b.giveGuns(13)
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// mech.fieldUpgrades[5].effect();
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b.giveMod(7)
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b.giveMod(16)
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b.giveMod(17)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: hive master</h2><em>zoom in and out with +/-</em>", 300);
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},
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() => {
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// b.giveGuns(13)
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mech.fieldUpgrades[5].effect();
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b.giveMod(6)
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b.giveMod(8)
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b.giveMod(9)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: drone close range</h2>", 300);
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},
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() => {
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b.giveGuns(8)
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mech.fieldUpgrades[4].effect();
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b.giveMod(4)
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b.giveMod(5)
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b.giveMod(19)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: anti-air</h2>", 300);
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},
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() => {
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b.giveMod(6)
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b.giveMod(7)
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b.giveMod(12)
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b.giveMod(13)
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b.giveMod(14)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: fastball</h2>", 300);
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},
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() => {
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b.giveGuns(5)
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mech.fieldUpgrades[6].effect();
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b.giveMod(1)
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b.giveMod(8)
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b.giveMod(15)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: stealth</h2>", 300);
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},
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() => {
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b.giveGuns(2)
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mech.fieldUpgrades[1].effect();
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b.giveMod(8)
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b.giveMod(9)
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b.giveMod(11)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: time out</h2>", 300);
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},
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() => {
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b.giveGuns(0)
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mech.fieldUpgrades[5].effect();
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b.giveMod(7)
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b.giveMod(5)
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b.giveMod(18)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: laser tag</h2>", 300);
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},
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() => {
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b.giveGuns(12)
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mech.fieldUpgrades[6].effect();
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b.giveMod(3)
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b.giveMod(6)
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b.giveMod(7)
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game.replaceTextLog = true;
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game.makeTextLog("<h2>build: phased spores</h2>", 300);
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},
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],
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startBuildRun(build) {
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level.builds[build]()
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game.difficulty = 6;
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level.isBuildRun = true
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},
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difficultyIncrease(num = 1) {
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// if (level.isBuildRun) num++
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for (let i = 0; i < num; i++) {
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game.dmgScale += 0.2; //damage done by mobs increases each level
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b.dmgScale *= 0.95; //damage done by player decreases each level
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@@ -1558,7 +1470,10 @@ const level = {
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//enter when player isn't falling
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if (player.velocity.y < 0.1) {
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game.difficulty++;
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if (game.difficulty > 1) level.difficultyIncrease()
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if (game.difficulty > 1) {
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level.difficultyIncrease()
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if (level.isBuildRun) level.difficultyIncrease()
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}
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//cycles map to next level
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level.levelsCleared++;
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level.onLevel++;
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@@ -898,9 +898,7 @@ const mobs = {
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}
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},
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damage(dmg) {
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console.log(dmg, "before")
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dmg /= Math.sqrt(this.mass)
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console.log(dmg, "after")
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if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
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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
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if (dmg !== Infinity) {
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@@ -909,7 +907,7 @@ const mobs = {
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}
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this.health -= dmg
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//this.fill = this.color + this.health + ')';
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if (this.health < 0.01) this.death();
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if (this.health < 0.05) this.death();
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this.onDamage(this); //custom damage effects
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},
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onDamage() {
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