Tweaks to make playable
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@@ -254,7 +254,7 @@ startCr = defaultCreature
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, _crUpdate = stateUpdate yourControl
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, _crRad = 10
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, _crMass = 10
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, _crHP = 10000
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, _crHP = 1000
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, _crMaxHP = 1500
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, _crInv = startInventory
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
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@@ -264,7 +264,7 @@ Items you start with.
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-}
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startInventory = IM.fromList (zip [0..20]
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(
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[pistol
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[--pistol
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--,blinkGun
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--,spawnGun lamp
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--,poisonSprayer
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+11
-8
@@ -41,13 +41,6 @@ roomTreex = do
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let t' = padCorridors struct
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t = treeFromTrunk
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[[StartRoom]
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,[Corridor]
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,[SpecificRoom $ fmap (pure . Right) armouredCorridor]
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,[Corridor]
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,[TreasureAno [addArmour autoCrit,addArmour autoCrit] [launcher]]
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-- ,[BossAno $ addArmour launcherCrit & crHP +~ 800
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-- & crState . crDropsOnDeath .~ DropSpecific [0]
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-- ]
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,[Corridor]
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,[OrAno [[DoorAno]
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,[Corridor]
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@@ -55,7 +48,17 @@ roomTreex = do
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]
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,[FirstWeapon]
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,[Corridor]
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,[SpecificRoom $ branchRectWith $ fmap (pure . Left) armouredChasers]
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,[SpecificRoom $ fmap (pure . Right) testRoom]
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,[Corridor]
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,[OrAno [[SpecificRoom $ branchRectWith $ fmap (pure . Left) armouredChasers]
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,[BossAno $ addArmour launcherCrit & crHP +~ 800
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& crState . crDropsOnDeath .~ DropSpecific [0] ]
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]
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]
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,[Corridor]
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,[SpecificRoom $ fmap (pure . Right) armouredCorridor]
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,[Corridor]
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,[TreasureAno [addArmour autoCrit,addArmour autoCrit] [launcher]]
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]
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t'
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fmap (shiftExpandTree . expandTreeBy id) $ mapM annoToRoomTree t
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@@ -1104,7 +1104,7 @@ moveLaser phaseV pos dir mcid w pt
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hitEffect
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= case thHit of
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Just (p,E3x1 cr)
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-> over (creatures . ix (_crID cr) . crState . crDamage) ((:) $ Lasering 3 pos p xp)
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-> over (creatures . ix (_crID cr) . crState . crDamage) ((:) $ Lasering 19 pos p xp)
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-- . over worldEvents ((.) $ flareAt yellow (flarePos p))
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Just (p,E3x2 wl) -> createSpark 8 colID (p +.+ safeNormalizeV (pos -.- p))
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(reflectDir wl) Nothing
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@@ -47,8 +47,8 @@ armouredChasers :: RandomGen g => State g Room
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armouredChasers = do
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ps <- takeN 5 [(x,y) | x <- [-200,-120 .. 200] ,y <- [-200,-120 .. 200] ]
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as <- replicateM 5 . state $ randomR (0,2*pi)
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let theCrits = zipWith3 (\p a c -> PS p a (PutCrit armourChaseCrit)) ps as cs
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let theCrits = zipWith3 (\p a c -> PS p a (PutCrit c)) ps as cs
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pure $ roomOctogon 300 & rmPS %~ (++ theCrits)
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where
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cs = (armourChaseCrit & crState . crDropsOnDeath .~ DropSpecific [0])
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: replicate 4 (armourChaseCrit & crState . crDropsOnDeath .~ DropSpecific [1])
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: replicate 4 chaseCrit
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