Tweaked difficulty a bit more & transfered lives to next level.
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7321cf3c9d
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@ -23,9 +23,13 @@ func (app *appContext) Play(ctx ui.Context) {
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func (app *appContext) PlayNext(ctx ui.Context, controller *levelController) {
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func (app *appContext) PlayNext(ctx ui.Context, controller *levelController) {
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difficulty := controller.Level.Difficulty
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difficulty := controller.Level.Difficulty
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score := controller.Level.Score
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score := controller.Level.Score
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lives := controller.Level.Lives
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level := tins2021.NewLevel()
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level := tins2021.NewLevel()
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level.Randomize(difficulty+1, numberOfStars)
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level.Randomize(difficulty+1, numberOfStars)
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level.Score = score
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level.Score = score
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level.Lives = lives
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controller.Play(level)
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controller.Play(level)
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}
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}
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4
level.go
4
level.go
@ -154,7 +154,7 @@ func (l *Level) Randomize(difficulty int, stars int) {
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l.Tiles[pos].Star = true
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l.Tiles[pos].Star = true
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stars--
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stars--
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}
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}
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hearts := 1 + (80-difficulty)*4/80 // [5..0]
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hearts := 1 + (100-difficulty)/50 // [3..1] (only difficulty has 3 hearts)
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for hearts > 0 {
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for hearts > 0 {
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i := rand.Intn(len(positions))
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i := rand.Intn(len(positions))
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pos := positions[i]
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pos := positions[i]
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@ -164,7 +164,7 @@ func (l *Level) Randomize(difficulty int, stars int) {
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l.Tiles[pos].Heart = true
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l.Tiles[pos].Heart = true
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hearts--
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hearts--
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}
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}
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monsters := 2 + (6 * difficulty / 100)
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monsters := 2 + (8 * difficulty / 100)
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minRandomMonster := (100-difficulty)*80/100 + 10 // [90..10]
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minRandomMonster := (100-difficulty)*80/100 + 10 // [90..10]
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minChaserMonster := (100-difficulty)*50/100 + 50 // [100..50]
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minChaserMonster := (100-difficulty)*50/100 + 50 // [100..50]
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for monsters > 0 {
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for monsters > 0 {
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