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-rw-r--r--html/tower/js/gameState.js34
1 files changed, 17 insertions, 17 deletions
diff --git a/html/tower/js/gameState.js b/html/tower/js/gameState.js
index af5442a..d0ca661 100644
--- a/html/tower/js/gameState.js
+++ b/html/tower/js/gameState.js
@@ -11,7 +11,16 @@ const TowerTypes = {
         damage: 1,
         attackSpeed: 1,
         color: '#3498db',
-        maxAmmo: 100
+        maxAmmo: 75
+    },
+    RAPID: {
+        name: 'Fast',
+        cost: 10,
+        range: 2,
+        damage: 1,
+        attackSpeed: 3,
+        color: '#16a085',
+        maxAmmo: 50
     },
     SNIPER: {
         name: 'Distance',
@@ -22,15 +31,6 @@ const TowerTypes = {
         color: '#8e44ad',
         maxAmmo: 50
     },
-    RAPID: {
-        name: 'Fast',
-        cost: 10,
-        range: 2,
-        damage: 1,
-        attackSpeed: 3,
-        color: '#16a085',
-        maxAmmo: 200
-    },
     GOOP: {
         name: 'Goop',
         cost: 20,
@@ -40,18 +40,18 @@ const TowerTypes = {
         color: '#27ae60',
         special: 'slow',
         slowAmount: 0.75,
-        maxAmmo: 100
+        maxAmmo: 25
     },
     AOE: {
         name: 'AOE',
         cost: 25,
         range: 2,
         damage: 3,
-        attackSpeed: 0.3,
+        attackSpeed: 0.25,
         color: '#d35400',
         special: 'aoe',
-        aoeRadius: 4,
-        maxAmmo: 75
+        aoeRadius: 2,
+        maxAmmo: 25
     }
 };
 
@@ -181,12 +181,12 @@ const gameState = {
     
     // Add method to advance to next level
     advanceToNextLevel() {
-        // Award bonus for remaining ammo
+
         let ammoBonus = 0;
         this.towers.forEach(tower => {
-            ammoBonus += tower.ammo * 2;
+            ammoBonus += tower.ammo * 0.25;
         });
-        this.currency += ammoBonus;
+        this.currency += Math.floor(ammoBonus);  // Round down to nearest whole number
         
         this.level++;
         this.phase = GamePhase.PLACEMENT;