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wave = {} --store wave functions here
currentwave = 1 --THIS IS THE CURRENT WAVE, SHOLD BE 1 UNLESS TESTING SOMETHING
currentwavetime = 0
delaytimer = 0
everysecondtimer = 0
wave[1] = {
delay = 2,
start = function()
addbasicenemy(130, 60, rnd(basicenemysprites), 1, 0.15)
end,
everysecond = function()
end,
conditions = function()
if #enemies < 1 then return true else return false
end
end
}
wave[2] = {
delay = 2,
start = function()
addbasicenemy(128, 30, rnd(basicenemysprites), 1, 0.4)
addbasicenemy(128, 60, rnd(basicenemysprites), 1, 0.8)
addbasicenemy(128, 90, rnd(basicenemysprites), 1, 0.4)
end,
everysecond = function()
end,
conditions = function()
if #enemies < 2 then return true else return false
end
end
}
wave[3] = {
delay = 2,
start = function()
for i = 1, 7, 1 do
addbasicenemy(128, i*16, rnd(basicenemysprites), 1, 0.5 + 0.075*i)
addbasicenemy(170, i*16, rnd(basicenemysprites), 1, 1.05 - 0.075*i)
end
end,
everysecond = function()
end,
conditions = function()
if #enemies < 5 then return true else return false
end
end
}
wave[4] = {
delay = 0,
start = function()
addwallshooter(140, true, 10, 0.4)
addbasicenemy(128, 30, rnd(basicenemysprites), 1, 0.5)
addbasicenemy(155, 60, rnd(basicenemysprites), 1, 0.4)
addbasicenemy(128, 90, rnd(basicenemysprites), 1, 0.5)
end,
everysecond = function()
end,
conditions = function()
if #enemies < 2 then return true else return false
end
end
}
wave[5] = {
delay = 0,
start = function()
for i = 1, 12, 1 do
addwallshooter(100 + (54-i)*i, (i%2==1), 10, 0.4)
end
addpickup(490, 60, "health")
end,
everysecond = function()
if flr(currentwavetime%3) == 2 and currentwavetime < 16 then
for i = 1, currentwavetime/4, 1 do
addbasicenemy(128+rnd(20), rnd(100)+10, rnd(basicenemysprites), 1, 0.6)
end
end
end,
conditions = function()
if #enemies < 2 and currentwavetime > 12 then return true else return false
end
end
}
wave[6] = {
delay = 0,
start = function()
addballshooter(128, 56, 12, 0.1)
addballshooter(160, 14, 12, 0.1)
addballshooter(160, 100, 12, 0.1)
end,
everysecond = function()
end,
conditions = function()
if #enemies < 1 then return true else return false
end
end
}
wave[7] = {
delay = 1,
start = function()
addballshooter(140, 56, 12, 0.2)
addwallshooter(120, true, 10, 0.3)
addwallshooter(220, true, 10, 0.3)
addbasicenemy(128, 30, rnd(basicenemysprites), 1, 0.5)
addbasicenemy(128, 110, rnd(basicenemysprites), 1, 0.5)
addbasicenemy(140, 30, rnd(basicenemysprites), 1, 0.2)
addbasicenemy(140, 110, rnd(basicenemysprites), 1, 0.2)
end,
everysecond = function()
end,
conditions = function()
if #enemies < 2 then return true else return false
end
end
}
wave[currentwave].start()
function updatewaves()
currentwavetime += 1/60
everysecondtimer += 1/60
if everysecondtimer >= 1 then
everysecondtimer = 0
wave[currentwave].everysecond()
end
if wave[currentwave].conditions() then
delaytimer += 1/60
if delaytimer > wave[currentwave].delay then
currentwave += 1
currentwavetime = 0
delaytimer = 0
currentwave = (currentwave - 1) % #wave+1 --temporarily looping the waves
wave[currentwave].start()
end
end
end
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