feat: update waves, enemies
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+20
-10
@@ -1,3 +1,21 @@
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function crossTimeToSpeed(crossTimeSec) {
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const playH = H - S.removeZone;
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return playH / (crossTimeSec * 60);
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}
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function getEnemyCrossTime(type) {
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const SP = CONFIG.speed;
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if (type === "slow") {
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const t = Math.min(wave / SP.slowEnemyCrossTimeCapWave, 1);
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return SP.slowEnemyCrossTimeStart - (SP.slowEnemyCrossTimeStart - SP.slowEnemyCrossTimeCap) * t;
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}
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if (type === "fast") {
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const t = Math.min(wave / SP.fastEnemyCrossTimeCapWave, 1);
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return SP.fastEnemyCrossTimeStart - (SP.fastEnemyCrossTimeStart - SP.fastEnemyCrossTimeCap) * t;
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}
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return SP.bossCrossTime;
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}
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let S = {};
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function recalc() {
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@@ -36,16 +54,8 @@ function recalc() {
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S[k] = Math.round(V[k] * H / 1000);
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}
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const SP = CONFIG.speed;
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const playH = H - S.removeZone;
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S.simpleEnemySpeedBase = playH / (SP.simpleEnemyCrossTime * 60);
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S.simpleEnemySpeedRandom = playH / (SP.simpleEnemyCrossTimeRand * 60);
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S.simpleEnemySpeedPerWave = playH / (SP.simpleEnemyCrossTimeDecay * 60);
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S.simpleEnemyMaxSpeed = playH / (15 * 60);
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S.heavyEnemySpeedBase = playH / (SP.heavyEnemyCrossTime * 60);
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S.heavyEnemySpeedRandom = playH / (SP.heavyEnemyCrossTimeRand * 60);
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S.projectileSpeed = H / (SP.projectileCrossTime * 60);
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S.gridSpeed = SP.gridSpeed * H / 1000;
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S.projectileSpeed = H / (CONFIG.speed.projectileCrossTime * 60);
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S.gridSpeed = CONFIG.speed.gridSpeed * H / 1000;
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for (const k of ["projectileTrailLength","particleHit","particleMiss",
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"particleDestroySimple","particleDestroyHeavy","particleArmorBreak",
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