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/* <license>
* This file is part of the dis-Emi-A HaXe Library. Copyright © edA-qa mort-ora-y
* For full copyright and license information please refer to doc/license.txt.
* </license>
*/
/**
* DIFFICULTY
*
* This generally effects the speed of objects, and overal objective
* levels.
*
* It is not expected to go beyond the -2,2 range (otherwise more min/max
* would be needed.
*/
DInt( startingLives, 5 ) //level unaffect by DIFF, since other options make it easy/hard enough
DInt( puzzleCompleteLivesBonus, 1 ) //bonus for completing puzzle, only 0 or 1 make sense
DInt( extraLifePointDelta, 10000 )
DIPoint( surfaceSize, 100, 100 )
//each difficult level adds 5% needed to the coverage
DFloat( levelClearAt, 0.75 + 0.05 * FDIFF )
DFloat( puzzleEndTime, 5 )
DFPoint( cursorSize, 5, 5 )
DFloat( cursorSpeed, 25 - 5 * FDIFF )
DFloat( cursorInvincibleTime, MAX( 3, 5 + 2 * FDIFF ) )
DFloat( cursorInvincibleDist, 20 )
DFloat( cursorSpeedRecoverTime, 10 )
DFloat( cursorSpeedUpFactor, 2 )
DFloat( cursorSpeedDownFactor, 0.5 )
DFloat( traceIdleBurnTime, MAX( 1.5, 2.5 + FDIFF/2.0 ) )
DInt( traceBacktrackBurn, MAX( 2, 5 - 2 * IDIFF ) ) //how many intersections to go before burning (in surface distance units)
DFPoint( traceBurnSize, 8, 8 )
DFloat( traceBurnSpeed, 15 - 5 * FDIFF ) //somewhat less than the normal cursorSpeed
DFloat( traceBurnStartDelay, MAX( 1, 2 - FDIFF/2.0 ) ) //how long the burn waits before starting to move
DFloat( edgeMonsterSpeed, 20 + 2 * FDIFF )
DFPoint( edgeMonsterSize, 5, 5 )
DFloat( edgeMonsterCreateTime, 25 - 4 * FDIFF )
DInt( numEdgeMonsters, MIN( 4, MAX( 0, 2 + IDIFF + Math.floor( ILEVEL / 2 ) ) ) ) //how many edge monsters should be created at start (if 0, no new monsters will appear either), min 4 since more will just overlap
DFloat( innerMonsterSpeed, 25 ) //don't alter, since cursor speed is already enough for difficulty
DFPoint( innerMonsterSize, 10, 10 )
DInt( innerMonsterTrail, 7 + IDIFF )
DInt( numInnerMonsters, MIN( 3, 1 + Math.floor( ILEVEL / 3 ) ) ) //how many inner monsters should be used (may be 0)
DFloat( puzzlePieceThreshold, 0.02 ) //minimum to clear to get a puzzle piece
DFloat( puzzlePieceSpeed, 15 )
DFPoint( puzzlePieceSize, 5, 5 )
DFloat( puzzlePieceRandomRate, 0.2 )
DFPoint( innerBonusSize, 5, 5 )
DFloat( monsterFreezeTime, 5 )
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