- commit
- 37e06e76605eae3634144ed15450cc2c232ceb27
- parent
- 2c33f60346875fdc2cd87d9af9face123c49ee86
- Author
- Tobias Bengfort <tobias.bengfort@posteo.de>
- Date
- 2023-04-09 18:44
balancing - more massing of enemies - bigger difference between enemies - harder in general
Diffstat
| M | src/enemies.rs | 52 | ++++++++++++++++++++++++++-------------------------- |
| M | src/game.rs | 12 | ++++++------ |
2 files changed, 32 insertions, 32 deletions
diff --git a/src/enemies.rs b/src/enemies.rs
@@ -66,74 +66,74 @@ const ZOMBIE: EnemyType = EnemyType {
66 66 };
67 67
68 68 const EYE: EnemyType = EnemyType {
69 -1 speed: 12.0,
-1 69 speed: 13.0,
70 70 size: 7.0,
71 -1 health: 20.0,
72 -1 power: 20.0,
-1 71 health: 25.0,
-1 72 power: 25.0,
73 73 sprite: &sprites::EYE,
74 74 };
75 75
76 76 const GHOST: EnemyType = EnemyType {
77 77 speed: 18.0,
78 78 size: 9.0,
79 -1 health: 15.0,
80 -1 power: 15.0,
-1 79 health: 30.0,
-1 80 power: 30.0,
81 81 sprite: &sprites::GHOST,
82 82 };
83 83
84 84 const MUMMY: EnemyType = EnemyType {
85 -1 speed: 8.0,
-1 85 speed: 9.0,
86 86 size: 9.0,
87 -1 health: 30.0,
88 -1 power: 25.0,
-1 87 health: 40.0,
-1 88 power: 30.0,
89 89 sprite: &sprites::MUMMY,
90 90 };
91 91
92 92 const HOOD: EnemyType = EnemyType {
93 -1 speed: 14.0,
-1 93 speed: 18.0,
94 94 size: 9.0,
95 -1 health: 30.0,
96 -1 power: 40.0,
-1 95 health: 40.0,
-1 96 power: 50.0,
97 97 sprite: &sprites::HOOD,
98 98 };
99 99
100 100 const HOOD2: EnemyType = EnemyType {
101 -1 speed: 13.0,
-1 101 speed: 16.0,
102 102 size: 9.0,
103 -1 health: 40.0,
104 -1 power: 50.0,
-1 103 health: 60.0,
-1 104 power: 70.0,
105 105 sprite: &sprites::HOOD2,
106 106 };
107 107
108 108 const PLANTGUY: EnemyType = EnemyType {
109 -1 speed: 10.0,
-1 109 speed: 12.0,
110 110 size: 9.0,
111 -1 health: 50.0,
112 -1 power: 30.0,
-1 111 health: 60.0,
-1 112 power: 40.0,
113 113 sprite: &sprites::PLANTGUY,
114 114 };
115 115
116 116 const RADDISH: EnemyType = EnemyType {
117 -1 speed: 15.0,
-1 117 speed: 17.0,
118 118 size: 9.0,
119 -1 health: 30.0,
120 -1 power: 40.0,
-1 119 health: 40.0,
-1 120 power: 60.0,
121 121 sprite: &sprites::RADDISH,
122 122 };
123 123
124 124 const CRAWL: EnemyType = EnemyType {
125 125 speed: 5.0,
126 126 size: 9.0,
127 -1 health: 60.0,
128 -1 power: 40.0,
-1 127 health: 75.0,
-1 128 power: 50.0,
129 129 sprite: &sprites::CRAWL,
130 130 };
131 131
132 132 const SHADOW: EnemyType = EnemyType {
133 -1 speed: 20.0,
-1 133 speed: 22.0,
134 134 size: 9.0,
135 -1 health: 50.0,
136 -1 power: 50.0,
-1 135 health: 75.0,
-1 136 power: 75.0,
137 137 sprite: &sprites::SHADOW,
138 138 };
139 139
@@ -171,7 +171,7 @@ pub fn get_enemy(x: f32, y: f32, i: usize) -> Enemy {
171 171 vec![&SHADOW],
172 172 ];
173 173
174 -1 let wave = &waves[(i / 50) % waves.len()];
-1 174 let wave = &waves[(i / 100) % waves.len()];
175 175 let t = wave[i % wave.len()];
176 176
177 177 return Enemy {
diff --git a/src/game.rs b/src/game.rs
@@ -70,10 +70,10 @@ impl Player {
70 70 face: Dir::Right,
71 71 speed: 30.0,
72 72 size: 9.0,
73 -1 health: 50.0,
74 -1 health_max: 50.0,
-1 73 health: 100.0,
-1 74 health_max: 100.0,
75 75 health_recover: 0.0,
76 -1 power: 10.0,
-1 76 power: 6.0,
77 77 weapons: weapons::create_weapons(),
78 78 damage_radius: 30.0,
79 79 diamond_radius: 15.0,
@@ -81,7 +81,7 @@ impl Player {
81 81 xp_factor: 1.0,
82 82 cooldown_factor: 1.0,
83 83 last_level: 0.0,
84 -1 next_level: 10.0,
-1 84 next_level: 8.0,
85 85 };
86 86 }
87 87
@@ -92,7 +92,7 @@ impl Player {
92 92 pub fn levelup(&mut self, rng: &mut random::Rng) {
93 93 while self.xp >= self.next_level {
94 94 let current_level = self.next_level;
95 -1 self.next_level += (current_level - self.last_level) * 1.3;
-1 95 self.next_level += (current_level - self.last_level) * 1.2;
96 96 self.last_level = current_level;
97 97
98 98 match rng.gen_range(0, 13) {
@@ -192,7 +192,7 @@ impl Game {
192 192 let sprite_height = win::iconvert_y(sprites::HEIGHT);
193 193 let sprite_width = win::iconvert_x(sprites::WIDTH);
194 194
195 -1 if self.enemies.len() < MAX_ENEMIES && self.rng.gen_f32() < dt * 2.0 {
-1 195 if self.enemies.len() < MAX_ENEMIES && self.rng.gen_f32() < dt * 4.0 {
196 196 let (spawn_x, spawn_y) = match self.rng.gen_range(0, 4) {
197 197 0 => (self.rng.gen_f32() * width, -sprite_height),
198 198 1 => (width + sprite_width, self.rng.gen_f32() * height),