fp: Lower prices, Get rid of price multiplier
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169170945b
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64cf8787d7
@ -2054,7 +2054,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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// NOTE: If all enemies for the current wave have been spawned and the cooldown has elapsed
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// NOTE: If all enemies for the current wave have been spawned and the cooldown has elapsed
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// start the next wave.
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// start the next wave.
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if (game->play.enemies_spawned_this_wave >= game->play.enemies_per_wave && game->play.clock_ms >= game->play.wave_cooldown_timestamp_ms) {
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if (game->play.enemies_spawned_this_wave >= game->play.enemies_per_wave && game->play.clock_ms >= game->play.wave_cooldown_timestamp_ms) {
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game->play.enemies_per_wave = DQN_MAX(5 * DQN_CAST(uint32_t)game->play.mob_spawners.size, DQN_CAST(uint32_t)(game->play.enemies_per_wave * 3));
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game->play.enemies_per_wave = DQN_MAX(5 * DQN_CAST(uint32_t)game->play.mob_spawners.size, DQN_CAST(uint32_t)(game->play.enemies_per_wave * 1.5));
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game->play.enemies_spawned_this_wave = 0;
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game->play.enemies_spawned_this_wave = 0;
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game->play.current_wave++;
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game->play.current_wave++;
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}
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}
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@ -2123,7 +2123,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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Dqn_usize spawn_count = DQN_MIN(game->play.current_wave + 1, 8);
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Dqn_usize spawn_count = DQN_MIN(game->play.current_wave + 1, 8);
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for (Dqn_usize spawn_index = 0; spawn_index < spawn_count; spawn_index++) {
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for (Dqn_usize spawn_index = 0; spawn_index < spawn_count; spawn_index++) {
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uint16_t hp_adjustment = DQN_CAST(uint16_t)game->play.current_wave;
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uint16_t hp_adjustment = DQN_CAST(uint16_t)game->play.current_wave;
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entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 5.f);
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entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 2.5f);
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FP_SentinelListLink<FP_GameEntityHandle> *link = FP_SentinelList_Make(&entity->spawn_list, game->play.chunk_pool);
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FP_SentinelListLink<FP_GameEntityHandle> *link = FP_SentinelList_Make(&entity->spawn_list, game->play.chunk_pool);
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@ -2691,13 +2691,13 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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if (mapping.inventory_count) {
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if (mapping.inventory_count) {
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player->coins -= *mapping.building_base_price;
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player->coins -= *mapping.building_base_price;
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
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*mapping.building_base_price *= 2;
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*mapping.building_base_price *= 1;
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// NOTE: Raise the prices of everything else
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// NOTE: Raise the prices of everything else
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invent->airports_base_price *= 2;
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invent->airports_base_price *= 1;
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invent->clubs_base_price *= 2;
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invent->clubs_base_price *= 1;
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invent->kennels_base_price *= 2;
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invent->kennels_base_price *= 1;
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invent->churchs_base_price *= 2;
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invent->churchs_base_price *= 1;
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(*mapping.inventory_count)++;
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(*mapping.inventory_count)++;
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}
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}
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@ -2776,7 +2776,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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} else if (TELY_Platform_InputScanCodeIsReleased(input, key)) {
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} else if (TELY_Platform_InputScanCodeIsReleased(input, key)) {
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if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp) {
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if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp) {
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player->coins -= *mapping.upgrade_base_price;
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player->coins -= *mapping.upgrade_base_price;
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*mapping.upgrade_base_price *= 2;
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*mapping.upgrade_base_price *= 1;
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
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if (mapping.merchant == game->play.merchant_terry) {
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if (mapping.merchant == game->play.merchant_terry) {
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@ -229,17 +229,17 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
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result->hp_cap = DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * .8f);
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result->hp_cap = DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * .8f);
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result->hp = result->hp_cap;
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result->hp = result->hp_cap;
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result->inventory.airports_base_price = 25;
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result->inventory.airports_base_price = 50;
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result->inventory.churchs_base_price = 25;
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result->inventory.churchs_base_price = 50;
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result->inventory.kennels_base_price = 25;
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result->inventory.kennels_base_price = 50;
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result->inventory.clubs_base_price = 25;
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result->inventory.clubs_base_price = 50;
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result->base_attack = FP_DEFAULT_DAMAGE;
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result->base_attack = FP_DEFAULT_DAMAGE;
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result->hp_recover_every_n_ticks = 12;
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result->hp_recover_every_n_ticks = 12;
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result->inventory.stamina_base_price = 5;
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result->inventory.stamina_base_price = 10;
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result->inventory.health_base_price = 5;
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result->inventory.health_base_price = 10;
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result->inventory.mobile_plan_base_price = 5;
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result->inventory.mobile_plan_base_price = 10;
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result->inventory.attack_base_price = 5;
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result->inventory.attack_base_price = 10;
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// NOTE: Attach entity as a child to the parent
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// NOTE: Attach entity as a child to the parent
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