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/**
* This global class maintains values used
* throughout the program.
*
* The sizes as important here to ensure that
* the various drawn compoennts will match
* size when dragged from one region to another
*
* These are done with M4 macros to allow easy
* notation of changes based on difficulty.
*/
/**
* DIFFICULTY.
*
* Here we will try to alter the enemy stats rather
* than the player stats. This gives the player a
* consistent feel. Though some items, such as
* build walls and new cannons do get altered (
* as there is no other way to alter the build phase)
*/
//////////////////////////////////////////////////////////////////
// Build metrics
//less than 15 is damn near impossible when combined with increasing shooting of boats!
//more than 25 just gets boring in Build phase
DInt( numWalls, MIN( 25, MAX( 15, 20 - 3 * IDIFF ) ) )
///////////////////////////////////////////////////////////////////
// LiveObject metrics
DIPoint( cannonSize, 2, 2 )
DFloat( cannonHP, 5 )
DInt( cannonUpgradeLevels, 20 ) //levels to display for upgrading
DFloat( cannonSizeInc, 0.1 )
DFloat( cannonSpeedInc, 1 )
DFloat( initCannonBallSpeed, 10 )
DFloat( initCannonBallSize, 0.5 )
//no need to scale per DIFF since the firing rate will increas anyways
DFloat( cpuCannonBallSpeed, 7 )
DFloat( cpuCannonBallSize, 0.5 )
DFloat( towerHP, 5 )
DFloat( bouncerSpeed, FSCALE( 1.5, 0.1 ) )
DFloat( bouncerFireSpeed, MAX( 5, 10 - 2 * FDIFF ) )
DFloat( bouncerHP, MAX( 1, 3 + FDIFF ) )
DFloat( boatSpeed, FSCALE( 0.5, 0.2 ) )
DFloat( boatFireSpeed, MAX( 2, 5 - FDIFF ) )
DFloat( boatHP, MAX( 1, 4 + FDIFF ) )
DFloat( lboatSpeed, FSCALE( 0.6, 0.2 ) )
DFloat( lboatFireSpeed, MAX( 5, 20 - 5 * FDIFF ) )
DFloat( lboatHP, MAX( 1, 6 + 2 * FDIFF ) )
DFloat( flyerSpeed, FSCALE( 0.5, 0.1 ) )
DFloat( flyerCircleSpeed, FSCALE( 0.8, 0.1 ) )
DFloat( flyerFireSpeed, MAX( 6, 12 - 2 * FDIFF ) )
DFloat( flyerHP, MAX( 1, 2 + FDIFF ) )
DFloat( walkerSpeed, FSCALE( 0.5, 0.2 ) )
DFloat( walkerFireSpeed, 2 )
DFloat( walkerHP, MAX( 1, 2 + FDIFF ) )
DFloat( walkerDamage, 0.5 )
DFloat( walkerDamagePause, MAX( 2, 5 - FDIFF ) )
//////////////////////////////////////////////////////////////////////////
// Scoring
DInt( actionBonusTime, 60 - 10*IDIFF )
DInt( actionDangerTime, 20 - 5 * IDIFF )
DInt( buildBonusTime, 45 - 5*IDIFF )
DInt( buildDangerTime, 10 - IDIFF )
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