stage3: make easy mode easier
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1 changed files with 10 additions and 6 deletions
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@ -218,7 +218,7 @@ TASK(horde_fairy, { cmplx pos; cmplx velocity; bool blue; }) {
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INVOKE_SUBTASK(horde_fairy_motion, ENT_BOX(e), ARGS.velocity);
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int interval = difficulty_value(60, 40, 30, 20);
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int interval = difficulty_value(70, 40, 30, 20);
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real speed = difficulty_value(2, 2, 2.5, 3);
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real lead = difficulty_value(5, 5, 3.25, 2.75);
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@ -270,8 +270,8 @@ TASK(circle_twist_fairy_lances, { BoxedEnemy enemy; }) {
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cmplx offset = rng_dir();
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int lance_count = 300;
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int lance_segs = 20;
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int lance_dirs = 100;
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int lance_segs = difficulty_value(10,15,18,20);
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int lance_dirs = difficulty_value(50,70,100,100);
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int fib1 = 1;
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int fib2 = 1;
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for(int i = 0; i < lance_count; i++) {
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@ -311,7 +311,7 @@ TASK(circle_twist_fairy, { cmplx pos; cmplx target_pos; }) {
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int circle_count = 10;
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int count = 50;
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int interval = difficulty_value(40, 40, 30, 20);
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int interval = difficulty_value(60, 40, 30, 20);
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real twistangle = -0.01 * difficulty_value(1, 1, 0.5, 0.5);
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INVOKE_SUBTASK_DELAYED(180, circle_twist_fairy_lances, ENT_BOX(e));
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@ -499,7 +499,9 @@ TASK(bulletring_fairy, { cmplx pos; MoveParams move; }) {
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e->move = ARGS.move;
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for(int i = 0; i < 4; ++i) {
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int bullet_rings = difficulty_value(3,3,4,4);
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for(int i = 0; i < bullet_rings; ++i) {
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WAIT(60);
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real rad = 64 + 16 * i;
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@ -740,7 +742,9 @@ DEFINE_EXTERN_TASK(stage3_timeline) {
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.velocity = I,
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);
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INVOKE_TASK_DELAYED(900, common_call_func, welcome_swirls);
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if(global.diff > D_Easy) {
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INVOKE_TASK_DELAYED(900, common_call_func, welcome_swirls);
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}
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INVOKE_TASK_DELAYED(1200, circle_twist_fairy,
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.pos = VIEWPORT_W/2.0 - 40*I,
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