difficulty spawns

lasertargetingboss, nailshot
This commit is contained in:
landgreen
2020-05-25 13:22:15 -07:00
parent f338184869
commit ff78c731fc
7 changed files with 287 additions and 78 deletions

View File

@@ -389,37 +389,53 @@ const powerUps = {
}
},
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field")
} else if (Math.random() < 0.9) {
powerUps.spawn(x, y, "mod")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.5) {
powerUps.spawn(x, y, "gun")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
// } else if (Math.random() < 0.5) {
// powerUps.spawn(x, y, "field");
// if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field");
} else if (mech.health < 0.65 && !mod.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
if (Math.random() < mod.bayesian) {
powerUps.spawn(x, y, "heal");
if (game.difficultyMode > 1 || Math.random() < 0.66) { //easy and normal have only a 66% chance for a power up
spawnPowerUps()
if (game.difficultyMode > 2 && Math.random() < 0.33) spawnPowerUps() //why? has a 33% chance for an extra power up
} else {
if (mech.health < 0.65 && !mod.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
if (Math.random() < mod.bayesian) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
}
} else if (!mod.bayesian) {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
} else if (!mod.bayesian) {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
function spawnPowerUps() {
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field")
} else if (Math.random() < 0.9) {
powerUps.spawn(x, y, "mod")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.5) {
powerUps.spawn(x, y, "gun")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
} else if (mech.health < 0.65 && !mod.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
if (Math.random() < mod.bayesian) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
}
} else if (!mod.bayesian) {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
}
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
if (Math.random() < 0.05) {