Tweak wave data
This commit is contained in:
29
game/wave.c
29
game/wave.c
@@ -4,15 +4,24 @@
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#include "entity_factory.h"
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#include "entity_factory.h"
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#include "utils.h"
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#include "utils.h"
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#define NUM_WAVES 5
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#define NUM_WAVES 14
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EnemyWaves getDefaultWaves() {
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EnemyWaves getDefaultWaves() {
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static WaveData waves[NUM_WAVES] = {
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static WaveData waves[NUM_WAVES] = {
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{ 10, 1.0f, 20, 2.0f, 0, 5 * 60 },
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{ 0, 0.0f, 5, 1.0f, 0, 5 * 60 },
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{ 20, 1.0f, 40, 2.0f, 0, 2 * 60 },
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{ 0, 0.0f, 20, 2.0f, 0, 1.5f * 60 },
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{ 25, 1.0f, 80, 2.2f, 0, 2 * 60 },
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{ 5, 0.2f, 30, 2.2f, 0, 30 },
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{ 50, 1.2f, 120, 3.0f, 0, 1.5f * 60 },
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{ 10, 0.5f, 40, 2.4f, 0, 20 },
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{ 100, 2.0f, 220, 4.0f, 0, 1.0f * 60 },
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{ 20, 1.0f, 60, 2.6f, 0, 20 },
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{ 40, 1.4f, 80, 2.8f, 0, 10 },
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{ 60, 1.5f, 100, 3.0f, 0, 10 },
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{ 80, 1.6f, 120, 3.2f, 0, 10 },
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{ 100, 1.8f, 160, 3.4f, 0, 5 },
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{ 120, 2.0f, 200, 3.5f, 0, 5 },
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{ 180, 2.2f, 250, 3.8f, 0, 5 },
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{ 220, 2.5f, 300, 4.0f, 0, 5 },
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{ 250, 3.0f, 350, 4.2f, 0, 5 },
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{ 300, 4.0f, 400, 4.5f, 0, 5 },
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};
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};
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return (EnemyWaves) {
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return (EnemyWaves) {
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.numWaves = NUM_WAVES,
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.numWaves = NUM_WAVES,
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@@ -38,6 +47,7 @@ WaveInfo getWaveInfo(const EnemyWaves *waves, i32 idx) {
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} else {
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} else {
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waveData = waves->waves[idx];
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waveData = waves->waves[idx];
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waveData.timeBeforeStart = waves->waves[NUM_WAVES - 1].timeBeforeStart;
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}
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}
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WaveInfo info = {
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WaveInfo info = {
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@@ -46,7 +56,6 @@ WaveInfo getWaveInfo(const EnemyWaves *waves, i32 idx) {
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.orcsToSend = waveData.numOrcs,
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.orcsToSend = waveData.numOrcs,
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.goblinsToSend = waveData.numGoblins,
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.goblinsToSend = waveData.numGoblins,
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};
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};
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info.data.timeBeforeStart /= 60;
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return info;
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return info;
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}
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}
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@@ -66,17 +75,19 @@ void updateWave(WaveInfo *wave, Game *game, f32 dt) {
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wave->goblinsElapsed += dt;
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wave->goblinsElapsed += dt;
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f32 timeForGoblin = 1.0f / wave->data.goblinSendRate;
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f32 timeForGoblin = 1.0f / wave->data.goblinSendRate;
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if (wave->goblinsElapsed >= timeForGoblin) {
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while (wave->goblinsElapsed >= timeForGoblin) {
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Vector2 spawnPos = randomizeSpawnPos(game->swarmSpawn, 20);
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Vector2 spawnPos = randomizeSpawnPos(game->swarmSpawn, 20);
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entityCreate(ENTITY_GOBLIN, spawnPos, PLAYER_ENEMY, game);
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entityCreate(ENTITY_GOBLIN, spawnPos, PLAYER_ENEMY, game);
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wave->goblinsElapsed -= timeForGoblin;
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wave->goblinsElapsed -= timeForGoblin;
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wave->goblinsToSend--;
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}
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}
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f32 timeForOrc = 1.0f / wave->data.orcSendRate;
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f32 timeForOrc = 1.0f / wave->data.orcSendRate;
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if (wave->orcsElapsed >= timeForOrc) {
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while (wave->orcsElapsed >= timeForOrc) {
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Vector2 spawnPos = randomizeSpawnPos(game->swarmSpawn, 20);
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Vector2 spawnPos = randomizeSpawnPos(game->swarmSpawn, 20);
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entityCreate(ENTITY_ORC, spawnPos, PLAYER_ENEMY, game);
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entityCreate(ENTITY_ORC, spawnPos, PLAYER_ENEMY, game);
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wave->orcsElapsed -= timeForOrc;
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wave->orcsElapsed -= timeForOrc;
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wave->orcsToSend--;
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}
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}
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}
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}
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