Done some balancing
[ld40.git] / ld40.js
diff --git a/ld40.js b/ld40.js
index 5c84a995a30a5ca2e5a4df6f865ac57b969e6bd9..2c8a2b0a3a558e75d53303414420077581d42b26 100644 (file)
--- a/ld40.js
+++ b/ld40.js
@@ -21,7 +21,7 @@
         const MONSTER_HEALTH           =     20;
         const MODE_DETERMINATION       =      0;
         const MODE_JUSTICE             =      1;
         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) {
         const SPEED_PROJECTILE         =    500;
 
         window.addEventListener("keydown", function(e) {
@@ -43,7 +43,7 @@
                 this.lasttime_shoot = 0;
                 this.lasttime_mode = 0;
                 this.lasttime_damage = 0;
                 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));
                 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);
                 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;
             }
 
             if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;