diff --git a/game/play.py b/game/play.py index cb03b83..5282595 100644 --- a/game/play.py +++ b/game/play.py @@ -268,13 +268,13 @@ class Game(arcade.gui.UIView): if irs_agent.health <= 0: self.spritelist.remove(irs_agent) self.irs_agents.remove(irs_agent) - self.evaded_tax += (TAX_PER_IRS_AGENT / 2) + ((TAX_INCREASE_PER_LEVEL / 2) * self.get_current_level_int()) + self.evaded_tax += (TAX_PER_IRS_AGENT / 4) + ((TAX_INCREASE_PER_LEVEL / 4) * self.get_current_level_int()) self.update_evasion_level() self.camera_shake.start() hit = True - if hit: + if hit or bullet.center_x + bullet.radius / 2 > self.window.width or bullet.center_x - bullet.radius / 2 < 0 or bullet.center_y + bullet.radius / 2 > self.window.height or bullet.center_y - bullet.height / 2 < 0: self.spritelist.remove(bullet) self.bullets.remove(bullet) diff --git a/menus/shop.py b/menus/shop.py index 094c7aa..c0b5138 100644 --- a/menus/shop.py +++ b/menus/shop.py @@ -55,7 +55,7 @@ class Shop(arcade.gui.UIView): level_string = self.data["shop"][shop_item[1]] if self.data["shop"][shop_item[1]] < max_count else "Max" button = self.grid.add(arcade.gui.UITextureButton( - text=f'{shop_item[0]}{notice_string}\nLevel: {level_string}\nUpgrade Cost: {upgrade_cost}$\n{shop_item[2] - self.data["shop"][shop_item[1]]}', + text=f'{shop_item[0]}{notice_string}\nLevel: {level_string}\nUpgrade Cost: {upgrade_cost}$', texture=button_texture, texture_hovered=button_hovered_texture, style=button_style, diff --git a/utils/constants.py b/utils/constants.py index bdd96f6..3f6e93d 100644 --- a/utils/constants.py +++ b/utils/constants.py @@ -7,33 +7,33 @@ menu_background_color = (30, 30, 47) log_dir = 'logs' discord_presence_id = 1424784736726945915 -IRS_AGENT_SPAWN_INTERVAL = 1 +IRS_AGENT_SPAWN_INTERVAL = 0.8 IRS_AGENT_ATTACK_SPEED = 1 IRS_AGENT_SPEED = 1.5 IRS_AGENT_HEALTH = 15 -TAX_PER_IRS_AGENT = 100 +TAX_PER_IRS_AGENT = 300 SPEED_INCREASE_PER_LEVEL = 0.3 -SPAWN_INTERVAL_DECREASE_PER_LEVEL = 0.075 +SPAWN_INTERVAL_DECREASE_PER_LEVEL = 0.05 HEALTH_INCREASE_PER_LEVEL = 2 -TAX_INCREASE_PER_LEVEL = 50 +TAX_INCREASE_PER_LEVEL = 100 ATTACK_INTERVAL_DECREASE_PER_LEVEL = .1 TAX_EVASION_LEVELS = { "Compliant Citizen": 0, - "Minor Mistake": 300, - "Mildly Suspicious": 1250, - "Suspicious": 3000, - "Under Review": 5000, + "Minor Mistake": 1000, + "Mildly Suspicious": 2500, + "Suspicious": 5000, + "Under Review": 7500, "Investigated": 10000, - "Flagged": 15000, - "Audited": 30000, - "Seized Assets": 50000, - "Criminal Case": 125000, - "International Watchlist": 250000, - "Most Wanted": 500000, - "Legendary": 1000000, - "Mythic": 5000000 + "Flagged": 13500, + "Audited": 25000, + "Seized Assets": 40000, + "Criminal Case": 70000, + "International Watchlist": 125000, + "Most Wanted": 250000, + "Legendary": 500000, + "Mythic": 1000000 } TAX_EVASION_NAMES = list(TAX_EVASION_LEVELS.keys()) @@ -50,7 +50,7 @@ SHOP_ITEMS = [ ["Ice Blast DMG", "ib_dmg", 999, 10000], ["Ice Blast ATK Speed", "ib_atk_speed", 10, 30000], ["Inaccuracy Decrease", "inaccuracy_decrease", 10, 25000], - ["Player Speed", "player_speed", 999, 20000], + ["Player Speed", "player_speed", 15, 20000], ["Bullet Speed", "bullet_speed", 999, 20000], ["Dark Mode Wizard", "dark_mode_wizard", 1, 1000000] ]