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authorelioat <elioat@tilde.institute>2024-12-18 21:37:51 -0500
committerelioat <elioat@tilde.institute>2024-12-18 21:37:51 -0500
commit293df8c03c9307156f98b285674148e65ad896fa (patch)
tree473f46776801adb7b9f9e23582434bb75e5b937d
parent143f92e75a51605bfe79edd792c0ecf9fd2891ac (diff)
downloadtour-293df8c03c9307156f98b285674148e65ad896fa.tar.gz
*
-rw-r--r--html/plains/enemies.js6
-rw-r--r--html/plains/game.js10
2 files changed, 8 insertions, 8 deletions
diff --git a/html/plains/enemies.js b/html/plains/enemies.js
index e3be9af..c2299f0 100644
--- a/html/plains/enemies.js
+++ b/html/plains/enemies.js
@@ -45,7 +45,7 @@ const generateEnemies = (villagers, collisionMap) => {
                 targetVillager: villager,
                 patrolAngle: Math.random() * Math.PI * 2,
                 isChasing: false,
-                hp: 2 + Math.floor(Math.random() * 9),
+                hp: 2 + Math.floor(Math.random() * 4),
                 stunned: false,
                 stunEndTime: 0,
                 attacking: false,
@@ -292,7 +292,7 @@ const updateEnemies = (enemies, deltaTime) => {
                 if (progress >= 1) {
                     enemy.attacking = false;
                     enemy.attackCooldown = true;
-                    enemy.attackCooldownUntil = animationTime + 1000; // 1 second cooldown
+                    enemy.attackCooldownUntil = animationTime + 500; // 0.5 second cooldown
                     
                     // Check if attack hit the player
                     const finalDx = state.player.x - enemy.x;
@@ -433,7 +433,7 @@ const renderEnemies = (ctx, enemies) => {
 };
 
 const generateDiamonds = () => {
-    const diamondCount = Math.floor(Math.random() * 5); // 0 to 4 diamonds
+    const diamondCount = Math.floor(Math.random() * 3); // 0 to 2 diamonds
     const diamonds = [];
     
     for (let i = 0; i < diamondCount; i++) {
diff --git a/html/plains/game.js b/html/plains/game.js
index deaebad..2b4f342 100644
--- a/html/plains/game.js
+++ b/html/plains/game.js
@@ -115,7 +115,7 @@ const CONFIG = {
         grid: {
             size: 100,
             color: 'rgba(221, 221, 221, 0.5)',
-            worldSize: 100,
+            worldSize: 20,
             voidColor: '#e6f3ff'
         },
         camera: {
@@ -154,7 +154,7 @@ const CONFIG = {
             lookRadius: 0.4      // How far to look around (in radians)
         },
         equipment: {
-            swordUnlockCount: 3,  // Number of rescues needed to unlock sword
+            swordUnlockCount: 5,  // Number of rescues needed to unlock sword
             unlockAnimation: {
                 duration: 1500,    // Duration of unlock animation in ms
                 glowColor: 'rgba(255, 215, 0, 0.6)',  // Golden glow
@@ -202,7 +202,7 @@ const CONFIG = {
             groundColor: '#f2f2f2'
         },
         villagers: {
-            total: 1000,  // Total number of villagers to spawn
+            total: 25,  // Total number of villagers to spawn
             colors: [
                 '#4B0082',  // Indigo
                 '#483D8B',  // DarkSlateBlue
@@ -213,7 +213,7 @@ const CONFIG = {
             ],
             shapes: ['square', 'triangle', 'pentagon', 'hexagon'],
             size: 30,  // Same as player size
-            rescueMessage: 'Congratulations! All villagers have been rescued!',
+            rescueMessage: 'Congratulations! You rescued all the villagers!',
             messageDisplayTime: 5000  // How long to show the completion message (ms)
         },
         wilderness: {
@@ -1116,7 +1116,7 @@ const renderPlayerHUD = (ctx) => {
     const circleSpacing = 40;
     const startX = 30;
     const startY = 30;
-    const totalCircles = 4;
+    const totalCircles = 5;
     const hpPerCircle = state.player.maxHp / totalCircles;
     
     // Track if we need to create explosion particles