diff --git a/js/bullets.js b/js/bullets.js index b30d890..e0f0112 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -480,7 +480,7 @@ const b = { }, { name: "brushless motors", - description: "your drones accelerate 40% faster", + description: "your drones accelerate 33% faster", maxCount: 1, count: 0, allowed() { @@ -961,7 +961,7 @@ const b = { }, drone(speed = 1) { const me = bullet.length; - const THRUST = b.isModFastDrones ? 0.0023 : 0.0015 + const THRUST = b.isModFastDrones ? 0.002 : 0.0015 const dir = mech.angle + 0.2 * (Math.random() - 0.5); const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, { diff --git a/js/level.js b/js/level.js index 555d2ed..25caa41 100644 --- a/js/level.js +++ b/js/level.js @@ -13,13 +13,13 @@ const level = { levelsCleared: 0, start() { if (level.levelsCleared === 0) { - // level.difficultyIncrease(5) + // level.difficultyIncrease(15) // b.giveGuns("minigun") // mech.setField("phase decoherence field") // b.giveMod("ground stomp"); - // level.intro(); //starting level - level.testingMap(); + level.intro(); //starting level + // level.testingMap(); // level.bosses(); // level.satellite(); // level.skyscrapers(); @@ -728,7 +728,7 @@ const level = { spawn.randomBoss(2225, -1325, 0.4); spawn.randomBoss(4900, -1200, 0); //spawn.randomBoss(4850, -1250,0.7); - if (game.difficulty > 4) spawn.randomLevelBoss(3000, -2400); + if (game.difficulty > 4) spawn.randomLevelBoss(3200, -2050); }, aerie() { // game.setZoom(3000); @@ -1237,7 +1237,7 @@ const level = { spawn.randomMob(-550, -100, -0.1); spawn.randomBoss(-3250, -2700, 0.2); spawn.randomBoss(-2450, -1100, 0); - if (game.difficulty > 4) spawn.randomLevelBoss(-2400, -3100); + if (game.difficulty > 4) spawn.randomLevelBoss(-3400, -2800); }, warehouse() { diff --git a/js/spawn.js b/js/spawn.js index 1048bec..706bfd2 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -155,7 +155,7 @@ const spawn = { mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,150,155,0.7)"); let me = mob[mob.length - 1]; me.isCell = true; - me.accelMag = 0.00018 * game.accelScale; + me.accelMag = 0.00015 * game.accelScale; me.memory = 40; me.frictionAir = 0.012 me.seePlayerFreq = Math.floor(11 + 7 * Math.random()) @@ -175,7 +175,7 @@ const spawn = { this.split(); }; me.onDamage = function (dmg) { - if (Math.random() < 0.18 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split(); + if (Math.random() < 0.17 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split(); } me.do = function () { if (!mech.isBodiesAsleep) { @@ -1093,11 +1093,9 @@ const spawn = { this.seePlayerByLookingAt(); this.fire(); //gently return to starting location - if (!(game.cycle % this.seePlayerFreq)) { - const sub = Vector.sub(this.homePosition, this.position) - const dist = Vector.magnitude(sub) - if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.001) - } + const sub = Vector.sub(this.homePosition, this.position) + const dist = Vector.magnitude(sub) + if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002) }; }, bullet(x, y, radius = 6, sides = 0) {