fp: Add waves to mob spawner #27
@ -1414,7 +1414,16 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
||||
link = FP_SentinelList_Erase(&entity->spawn_list, link, game->chunk_pool);
|
||||
}
|
||||
|
||||
if (entity->spawn_list.size < entity->spawn_cap) { // NOTE: Spawn new entities
|
||||
if (entity->enemies_spawned_this_wave >= entity->enemies_per_wave) {
|
||||
// NOTE: If all enemies for the current wave have been spawned,
|
||||
// wait for the cooldown period before starting next wave
|
||||
|
||||
if (input->timer_s >= entity->wave_cooldown_timestamp_s) {
|
||||
entity->current_wave++;
|
||||
entity->enemies_per_wave *= 2; // NOTE: Double the enemies for the next wave
|
||||
entity->enemies_spawned_this_wave = 0;
|
||||
}
|
||||
} else if (entity->spawn_list.size < entity->spawn_cap) { // NOTE: Spawn new entities
|
||||
if (input->timer_s >= entity->next_spawn_timestamp_s) {
|
||||
entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 5.f);
|
||||
|
||||
@ -1442,6 +1451,14 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
||||
waypoint->data.arrive = FP_GameWaypointArrive_WhenWithinEntitySize;
|
||||
waypoint->data.value = 1.5f;
|
||||
}
|
||||
|
||||
entity->enemies_spawned_this_wave++;
|
||||
|
||||
// NOTE: If all enemies for the current wave have been spawned
|
||||
// set the cooldown time for the next wave
|
||||
if (entity->enemies_spawned_this_wave >= entity->enemies_per_wave) {
|
||||
entity->wave_cooldown_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 30.f); // NOTE: 30s cooldown
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -119,6 +119,11 @@ static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos,
|
||||
entity->spawn_cap = spawn_cap;
|
||||
entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
|
||||
|
||||
entity->current_wave = 1;
|
||||
entity->enemies_per_wave = 5;
|
||||
entity->enemies_spawned_this_wave = 0;
|
||||
entity->wave_cooldown_timestamp_s = 0;
|
||||
|
||||
FP_GameShape *shape = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
|
||||
shape->type = FP_GameShapeType_Rect;
|
||||
shape->p1 = {};
|
||||
|
@ -177,6 +177,11 @@ struct FP_GameEntity
|
||||
uint64_t next_spawn_timestamp_s;
|
||||
uint64_t spawn_cap;
|
||||
|
||||
uint64_t current_wave;
|
||||
uint64_t enemies_per_wave;
|
||||
uint64_t enemies_spawned_this_wave;
|
||||
uint64_t wave_cooldown_timestamp_s;
|
||||
|
||||
uint64_t flags;
|
||||
uint64_t hp;
|
||||
FP_GameDirection direction;
|
||||
|
Loading…
Reference in New Issue
Block a user