Files
PixelDefense/game/wave.c

114 lines
3.5 KiB
C

#include "wave.h"
#include "game_state.h"
#include "components.h"
#include "entity_factory.h"
#include "utils.h"
#define NUM_WAVES 15
EnemyWaves getDefaultWaves() {
static WaveData waves[NUM_WAVES] = {
{ 0, 0.0f, 0, 0.0f, 0, 0}, // Dummy wave
{ 0, 0.0f, 5, 1.0f, 0, 8 * 60},
{ 0, 0.0f, 20, 2.0f, 0, 3 * 60 },
{ 5, 0.2f, 30, 2.2f, 0, 60 },
{ 10, 0.5f, 40, 2.4f, 0, 40 },
{ 20, 1.0f, 60, 2.6f, 0, 30 },
{ 40, 1.4f, 80, 2.8f, 0, 20 },
{ 60, 1.5f, 100, 3.0f, 0, 10 },
{ 80, 1.6f, 120, 3.2f, 0, 10 },
{ 100, 1.8f, 160, 3.4f, 0, 5 },
{ 120, 2.0f, 200, 3.5f, 0, 5 },
{ 180, 2.2f, 250, 3.8f, 0, 5 },
{ 220, 2.5f, 300, 4.0f, 0, 5 },
{ 250, 3.0f, 350, 4.2f, 0, 5 },
{ 300, 4.0f, 400, 4.5f, 0, 5 },
};
return (EnemyWaves) {
.numWaves = NUM_WAVES,
.waves = waves
};
}
EnemyWaves getMainMenuWaves() {
static WaveData waves[1] = {
{ 100000, 0.2f, 2000000, 0.8f, 0, 0 }
};
return (EnemyWaves) {
.numWaves = 1,
.waves = waves
};
}
WaveInfo getWaveInfo(const EnemyWaves *waves, i32 idx) {
BZ_ASSERT(idx >= 0);
WaveData waveData;
if (idx >= waves->numWaves) {
waveData = waves->waves[waves->numWaves - 1];
waveData.difficultyScale += (idx - waves->numWaves) * 0.25f;
} else {
waveData = waves->waves[idx];
waveData.timeBeforeStart = waves->waves[idx].timeBeforeStart;
}
WaveInfo info = {
.number = idx,
.data = waveData,
.orcsToSend = waveData.numOrcs,
.goblinsToSend = waveData.numGoblins,
};
return info;
}
static Vector2 randomizeSpawnPos(Vector2 spawnPoint, i32 range) {
spawnPoint.x += randFloatRange(-range, range);
spawnPoint.y += randFloatRange(-range, range);
return spawnPoint;
}
void updateWave(WaveInfo *wave, Game *game, f32 dt) {
wave->elapsed += dt;
if (wave->elapsed < wave->data.timeBeforeStart)
return;
wave->started = true;
wave->orcsElapsed += dt;
wave->goblinsElapsed += dt;
f32 timeForGoblin = 1.0f / wave->data.goblinSendRate;
while (wave->goblinsToSend > 0 && wave->goblinsElapsed >= timeForGoblin) {
Vector2 spawnPos = randomizeSpawnPos(game->swarmSpawn, 20);
ecs_entity_t e = entityCreate(ENTITY_GOBLIN, spawnPos, PLAYER_ENEMY, game);
ecs_set(ECS, e, Health, {
.startHP = 40.0f * (1 + wave->data.difficultyScale),
.hp = 40.0f * (1 + wave->data.difficultyScale),
.lastChanged = -1000.0f,
});
wave->goblinsElapsed -= timeForGoblin;
wave->goblinsToSend--;
}
f32 timeForOrc = 1.0f / wave->data.orcSendRate;
while (wave->orcsToSend > 0 && wave->orcsElapsed >= timeForOrc) {
Vector2 spawnPos = randomizeSpawnPos(game->swarmSpawn, 20);
ecs_entity_t e = entityCreate(ENTITY_ORC, spawnPos, PLAYER_ENEMY, game);
ecs_set(ECS, e, Health, {
.startHP = 80.0f * (1 + wave->data.difficultyScale),
.hp = 80.0f * (1 + wave->data.difficultyScale),
.lastChanged = -1000.0f,
});
wave->orcsElapsed -= timeForOrc;
wave->orcsToSend--;
}
}
bool isWaveSendingOver(const WaveInfo *wave) {
return wave->orcsToSend == 0 && wave->goblinsToSend == 0;
}
bool isWaveOver(const WaveInfo *wave) {
if (!isWaveSendingOver(wave)) return false;
return wave->started && ecs_count_id(ECS, ecs_id(Swarm)) == 0;
}