const MONSTER_HEALTH = 20;
const MODE_DETERMINATION = 0;
const MODE_JUSTICE = 1;
- const SPEED_PLAYER = 150;
+ const SPEED_PLAYER = 50;
const SPEED_PROJECTILE = 500;
window.addEventListener("keydown", function(e) {
this.lasttime_shoot = 0;
this.lasttime_mode = 0;
this.lasttime_damage = 0;
- this.speed = 150;
+ this.speed = SPEED_PLAYER;
this.switchmode(MODE_DETERMINATION);
this.projectiles = game.add.group();
this.healthBar = new HealthBar(60, game.world.height - (WALL_BORDERBOTTOM / 2));
var monster = new Monster(Math.random() * game.world.width, Math.random() * game.world.height);
monster.enablePhysics();
monsters.add(monster);
- nexttime_monsterspawn = game.time.now + (WAIT_MONSTERSPAWN / player.love) + (Math.random() * WAIT_MONSTERSPAWN);
+ var waittime = WAIT_MONSTERSPAWN - ((Math.random() * 2000) * player.love);
+ nexttime_monsterspawn = game.time.now + waittime;
+ console.log('Next monster in ' + waittime);
}
if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;