adjust waves
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f96a8b4b78
commit
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@ -166,28 +166,26 @@ const Wave = struct {
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const world_size = Vec2.init(20 * 16, 15 * 16);
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const world_size = Vec2.init(20 * 16, 15 * 16);
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const invincibility_duration_s = 0.5;
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const invincibility_duration_s = 0.5;
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const wave_infos = [_]Wave.Info{
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const wave_infos = [_]Wave.Info{
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.{
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Wave.Info{
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.kind = .regular,
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.kind = .regular,
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.enemies = 10,
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.enemies = 80,
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.duration_s = 10,
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.duration_s = 60,
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.starts_at_s = 0
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.starts_at_s = 0
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},
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},
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Wave.Info{
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Wave.Info{
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.kind = .snake,
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.kind = .snake,
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.enemies = 1,
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.enemies = 2,
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.duration_s = 1,
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.duration_s = 5,
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.starts_at_s = 0,
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.starts_at_s = 5
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.min_group_size = 5,
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.max_group_size = 5
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},
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},
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Wave.Info{
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Wave.Info{
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.kind = .cluster,
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.kind = .cluster,
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.enemies = 1,
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.enemies = 2,
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.duration_s = 1,
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.duration_s = 5,
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.starts_at_s = 0,
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.starts_at_s = 15,
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.min_group_size = 30,
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.min_group_size = 20,
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.max_group_size = 30
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.max_group_size = 50,
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}
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},
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};
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};
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gpa: Allocator,
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gpa: Allocator,
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@ -685,10 +683,12 @@ pub fn tick(self: *CombatScreen, state: *State, frame: *Engine.Frame) !TickResul
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}
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}
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});
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});
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frame.drawRectangle(.{
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if (self.show_colliders) {
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.rect = bullet_rect,
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frame.drawRectangle(.{
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.color = rgba(200, 20, 255, 0.5)
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.rect = bullet_rect,
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});
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.color = rgba(200, 20, 255, 0.5)
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});
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}
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}
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}
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{
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{
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