61 lines
2.4 KiB
Python
61 lines
2.4 KiB
Python
from game.enemy import Enemy
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WAVE_DATA = [
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[{"type": "normal", "count": 5, "interval": 1.0}],
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[{"type": "normal", "count": 8, "interval": 0.8}],
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[{"type": "normal", "count": 5, "interval": 0.8}, {"type": "fast", "count": 3, "interval": 0.6}],
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[{"type": "fast", "count": 8, "interval": 0.5}],
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[{"type": "normal", "count": 5, "interval": 0.6}, {"type": "heavy", "count": 2, "interval": 1.5}, {"type": "boss", "count": 1, "interval": 2.0}],
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[{"type": "normal", "count": 10, "interval": 0.5}, {"type": "fast", "count": 5, "interval": 0.4}],
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[{"type": "heavy", "count": 5, "interval": 1.0}, {"type": "fast", "count": 5, "interval": 0.5}],
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[{"type": "normal", "count": 8, "interval": 0.4}, {"type": "heavy", "count": 3, "interval": 0.8}, {"type": "fast", "count": 6, "interval": 0.4}],
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[{"type": "heavy", "count": 8, "interval": 0.7}, {"type": "fast", "count": 8, "interval": 0.3}],
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[{"type": "normal", "count": 10, "interval": 0.3}, {"type": "heavy", "count": 5, "interval": 0.5}, {"type": "fast", "count": 10, "interval": 0.3}, {"type": "boss", "count": 2, "interval": 2.0}],
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]
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class WaveManager:
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def __init__(self):
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self.current_wave = 0
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self.spawn_queue = []
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self.spawn_timer = 0
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self.wave_active = False
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self.all_waves_done = False
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def start_next_wave(self):
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if self.current_wave >= len(WAVE_DATA):
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self.all_waves_done = True
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return False
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self.spawn_queue = []
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for group in WAVE_DATA[self.current_wave]:
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for _ in range(group["count"]):
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self.spawn_queue.append((group["type"], group["interval"]))
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self.current_wave += 1
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self.wave_active = True
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self.spawn_timer = 0
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return True
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def update(self, dt, enemies):
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if not self.wave_active:
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return
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if not self.spawn_queue:
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if all(not e.alive for e in enemies):
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self.wave_active = False
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return
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self.spawn_timer -= dt
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if self.spawn_timer <= 0:
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enemy_type, interval = self.spawn_queue.pop(0)
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enemies.append(Enemy(enemy_type))
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self.spawn_timer = self.spawn_queue[0][1] if self.spawn_queue else 0
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def is_wave_complete(self):
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return not self.wave_active and self.current_wave > 0
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def has_more_waves(self):
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return self.current_wave < len(WAVE_DATA)
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