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