|  |  | @ -23,7 +23,7 @@ local TRDTS = { | 
			
		
	
		
			
				
					|  |  |  | } | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  | local function get_initial_game_state(seed) | 
			
		
	
		
			
				
					|  |  |  |     local STARTING_MONEY = 100 | 
			
		
	
		
			
				
					|  |  |  |     local STARTING_MONEY = 100000 | 
			
		
	
		
			
				
					|  |  |  |     -- 2014 | 
			
		
	
		
			
				
					|  |  |  |     local map, world = random_map() | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
	
		
			
				
					|  |  | @ -41,7 +41,7 @@ local function get_initial_game_state(seed) | 
			
		
	
		
			
				
					|  |  |  |         time_until_next_wave = 15, | 
			
		
	
		
			
				
					|  |  |  |         time_until_next_break = 0, | 
			
		
	
		
			
				
					|  |  |  |         spawning = false, | 
			
		
	
		
			
				
					|  |  |  |         spawn_chance = 25, | 
			
		
	
		
			
				
					|  |  |  |         spawn_chance = 55, | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |         selected_tower_type = false, | 
			
		
	
		
			
				
					|  |  |  |         selected_toolbelt_button = 9, | 
			
		
	
	
		
			
				
					|  |  | @ -96,11 +96,11 @@ function select_toolbelt_button(i) | 
			
		
	
		
			
				
					|  |  |  | end | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  | local function get_wave_time(current_wave) | 
			
		
	
		
			
				
					|  |  |  |     return math.log(current_wave) + 90 | 
			
		
	
		
			
				
					|  |  |  |     return 90 | 
			
		
	
		
			
				
					|  |  |  | end | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  | local function get_break_time(current_wave) | 
			
		
	
		
			
				
					|  |  |  |     return math.log(current_wave) + 15 | 
			
		
	
		
			
				
					|  |  |  |     return 15 | 
			
		
	
		
			
				
					|  |  |  | end | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  | function do_day_night_cycle() | 
			
		
	
	
		
			
				
					|  |  | @ -140,13 +140,14 @@ local function game_action(scene) | 
			
		
	
		
			
				
					|  |  |  |     state.time = state.time + am.delta_time | 
			
		
	
		
			
				
					|  |  |  |     state.score = state.score + am.delta_time | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |     state.spawn_chance = state.spawn_chance - math.floor(state.time / 100) | 
			
		
	
		
			
				
					|  |  |  |     --state.spawn_chance = math.clamp(state.spawn_chance - math.floor(state.time / 100), 1, 25) | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |     if state.spawning then | 
			
		
	
		
			
				
					|  |  |  |         state.time_until_next_break = state.time_until_next_break - am.delta_time | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |         if state.time_until_next_break <= 0 then | 
			
		
	
		
			
				
					|  |  |  |             state.time_until_next_break = 0 | 
			
		
	
		
			
				
					|  |  |  |             state.current_wave = state.current_wave + 1 | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |             state.spawning = false | 
			
		
	
		
			
				
					|  |  |  |             state.time_until_next_wave = get_wave_time(state.current_wave) | 
			
		
	
	
		
			
				
					|  |  | @ -156,7 +157,6 @@ local function game_action(scene) | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |         if state.time_until_next_wave <= 0 then | 
			
		
	
		
			
				
					|  |  |  |             state.time_until_next_wave = 0 | 
			
		
	
		
			
				
					|  |  |  |             state.current_wave = state.current_wave + 1 | 
			
		
	
		
			
				
					|  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |             state.spawning = true | 
			
		
	
		
			
				
					|  |  |  |             state.time_until_next_break = get_break_time(state.current_wave) | 
			
		
	
	
		
			
				
					|  |  | 
 |