fp: Do some wave balancing
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0522e842c4
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@ -1982,7 +1982,8 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
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// the wave countdown until all enemies are killed.
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bool all_enemies_spawned = game->play.enemies_spawned_this_wave >= game->play.enemies_per_wave;
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bool advance_to_next_wave = false;
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bool current_wave_is_break_for_player = game->play.current_wave % 3 == 0;
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bool current_wave_is_break_for_player = game->play.current_wave % 1 == 0;
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bool monkey_spawn = game->play.current_wave % 3 == 0;
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if (current_wave_is_break_for_player) {
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Dqn_usize enemy_count = 0;
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for (FP_GameEntityHandle spawner_handle : game->play.mob_spawners) {
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@ -2015,7 +2016,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
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game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
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game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
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if (current_wave_is_break_for_player && game->play.current_wave != 0) {
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if (monkey_spawn && game->play.current_wave != 0) {
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// NOTE: We spawn a monkey at these wave intervals;
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if (game->play.monkey_spawn_count < 3) {
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DQN_ASSERT(game->play.monkey_spawn_count < DQN_ARRAY_UCOUNT(game->play.monkey_spawn_shuffled_list));
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@ -2139,7 +2140,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
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mob->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->play.chunk_pool);
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mob->flags |= FP_GameEntityFlag_Aggros;
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mob->flags |= FP_GameEntityFlag_RespondsToBuildings;
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mob->hp_cap *= hp_adjustment;
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mob->hp_cap *= hp_adjustment*2;
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mob->hp = mob->hp_cap;
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FP_AppendMobSpawnerWaypoints(game, entity->handle, mob->handle);
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@ -185,6 +185,7 @@ static FP_GameEntityHandle FP_Entity_CreateTerryInternal(FP_Game *game, Dqn_V2 p
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.5f, entity->sprite_height.meters * .6f);
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entity->hp_cap = FP_DEFAULT_DAMAGE * 3;
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entity->hp = entity->hp_cap;
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entity->coins = 10;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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