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@ -108,6 +108,12 @@ end |
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local function game_deserialize(json_string) |
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-- @TODO decode from some compressed format or whatever |
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local new_state = am.parse_json(json_string) |
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if new_state.version ~= version then |
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log("loading old save data.") |
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return nil |
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end |
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new_state.map, new_state.world = random_map(new_state.seed) |
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new_state.seed = nil |
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@ -221,7 +227,8 @@ local function game_action(scene) |
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state.spawning = true |
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-- calculate spawn chance for next wave |
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state.spawn_chance = math.log(state.current_wave)/2 + 0.002 |
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state.spawn_chance = math.log(state.current_wave)/100 + 0.002 |
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log(state.spawn_chance) |
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state.time_until_next_break = get_wave_time(state.current_wave) |
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end |
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@ -580,7 +587,7 @@ local function game_scene() |
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state.current_wave = state.current_wave + 1 |
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-- calculate spawn chance for next wave |
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state.spawn_chance = math.log(state.current_wave)/2 + 0.002 |
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state.spawn_chance = math.log(state.current_wave)/100 + 0.002 |
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state.time_until_next_break = state.time_until_next_break + get_break_time(state.current_wave) |
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@ -624,7 +631,8 @@ local function game_scene() |
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) |
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:tag"game" |
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scene:action(game_action) |
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-- dangling actions run before the main action |
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scene:late_action(game_action) |
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return scene |
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end |
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@ -647,6 +655,12 @@ function game_init(saved_state) |
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if saved_state then |
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state = game_deserialize(saved_state) |
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if not state then |
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-- failed to load a save |
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win.scene:append(main_scene(true, true)) |
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return |
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end |
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-- @HACK fixes a bug where loading game state with a tower type selected, |
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-- but you don't have a built tower cursor node, so hovering a buildable tile throws an error |
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select_tower_type(nil) |
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