Release Void Bastion alpha.4

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Emporex committed 2026-10-06 00:12:33 +02:00
1 parent bd980d099b
commit 118061b8d7
26 files changed
+1231 -183

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+9 -5
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@@ -1,5 +1,5 @@
var GAME_VERSION = "0.23";
var MAP_COUNT = 3;
var MAP_COUNT = 7;
var DIFFICULTY_COUNT = 3;
var VALID_MODES = ["mission", "endless", "coop_ai", "coop_online"];
var MATCH_MODULE = "void_bastion_coop";
@@ -19,7 +19,10 @@ var PATHS = [LEFT_PATH, RIGHT_PATH];
var TOWERS = [
{cost:120,damage:22,range:190,cooldown:0.55},
{cost:180,damage:12,range:165,cooldown:0.18},
{cost:250,damage:65,range:260,cooldown:1.40}
{cost:250,damage:65,range:260,cooldown:1.40},
{cost:230,damage:48,range:240,cooldown:1.05},
{cost:210,damage:34,range:215,cooldown:0.92},
{cost:300,damage:110,range:330,cooldown:1.85}
];
var ENEMIES = [{hp:70,speed:105,reward:18},{hp:185,speed:72,reward:34},{hp:520,speed:43,reward:78}];
var DIFFICULTIES = [
@@ -335,12 +338,13 @@ function updateTowers(state,delta) {
var t=state.towers[i]; t.cooldown-=delta; var range=towerRange(t),targetIndex=-1,best=-1;
for (var j=0;j<state.enemies.length;j++) if (distanceSquared(t.x,t.y,state.enemies[j].x,state.enemies[j].y)<=range*range) { var p=enemyProgress(state.enemies[j]); if (p>best) { best=p; targetIndex=j; } }
if (targetIndex<0) continue;
var target=state.enemies[targetIndex]; t.angle=Math.atan2(target.y-t.y,target.x-t.x)+(t.type===0?Math.PI:0);
var target=state.enemies[targetIndex]; t.angle=Math.atan2(target.y-t.y,target.x-t.x)+([0,3,5].indexOf(t.type)>=0?Math.PI:0);
if (t.cooldown>0) continue;
var damage=towerDamage(t);
if (t.type===2) {
if (t.type===2||t.type===3||t.type===4) {
var radius=t.type===2?76:(t.type===3?92:118),splash=t.type===2?0.45:(t.type===3?0.62:0.38);
var tx=target.x,ty=target.y,targetId=target.id;
for (var k=state.enemies.length-1;k>=0;k--) if (distanceSquared(state.enemies[k].x,state.enemies[k].y,tx,ty)<=76*76) { state.enemies[k].hp-=state.enemies[k].id===targetId?damage:damage*0.45; if (state.enemies[k].hp<=0) removeEnemy(state,k,t.owner); }
for (var k=state.enemies.length-1;k>=0;k--) if (distanceSquared(state.enemies[k].x,state.enemies[k].y,tx,ty)<=radius*radius) { state.enemies[k].hp-=state.enemies[k].id===targetId?damage:damage*splash; if (state.enemies[k].hp<=0) removeEnemy(state,k,t.owner); }
} else { target.hp-=damage; if (target.hp<=0) removeEnemy(state,targetIndex,t.owner); }
t.cooldown=towerCooldown(t);
}