One aspect that will make the game more interesting is the addition of different types of enemies.
Let’s refer to Plants vs Zombies as our model. Here all of the enemies are zombies but there are different types with different capabilities. Besides the standard there are zombies that move faster, zombies that withstand more damage, zombies that jump over a defense, and more.
The variety of enemies adds a lot to strategies that players can employ, and creativity that developers can employ when creating levels.
Enemy features
Enemies can have as may features as you can imagine. Here’s a few ideas that fit into the game as I have been envisioning it so far.
- speed – Some enemies move faster than others
- Toughness – some enemies take more damage to destroy than others
- Special – some enemies may have special features or attacks
To keep track of the enemy types I created an array similar to the array used for organizing defense types. Each enemy type will be described in a table with properties:
- name – name of feature
- speed – sets speed in px per second
- life – sets the starting life value for this enemy type
- green – color of enemy type
The last property, green, is just used for this example. Later we will have graphics to replace the shapes.
All of the enemy type tables will be held in an array for easy access and organization.
-- Add an array to manage enemy types local alien_type_array = { { name="normal", speed=ALIEN_SPEED, life=5, green=200 }, -- Normal enemy { name="fast", speed=ALIEN_SPEED / 2, life=2, green=255 }, -- Fast enemy weaker { name="slow", speed=ALIEN_SPEED * 2, life=10, green=165 }} -- slow enemy tougher
make_alien()
You might make different enemy types based on different criteria or different situations. In this example to keep things simple I will make the choice of enemy type random. Each time an enemy is created I will choose a random type and configure the new enemy based on the information in the tables created above.
-- Modify this function to select different types of aliens local function make_alien() local alien_type = alien_type_array[ math.random( 1, #alien_type_array ) ] -- Choose a random alien type local alien = display.newRect( 0, 0, 32, 32 ) alien.alien_type = alien_type -- Save the type alien:setFillColor( 0, alien_type.green, 0 ) -- get the green value local col = math.random( 1, TILE_COLS ) alien.col = col alien.x = col * ( TILE_SIZE + TILE_MARGIN ) alien.y = 0 alien.life = alien_type.life -- Get the life foe this type alien.speed = alien_type.speed -- Save the speed local t = alien_target_y * alien_type.speed -- Get the speed for this type alien.transition = transition.to( alien, {y=alien_target_y, time=t, onComplete=remove_alien} ) alien_group:insert( alien ) table.insert( alien_array, alien ) end
Here we’re creating the enemies as before. The difference this time is that property values are set to starting values based on values found in the tables in the alien_type_array.
Last, since the speed can be set after an alien gets hit with a stun weapon, we should make sure the alien moves at it’s types speed after it is hit with a stun weapon. Look at check_bullets() function.
local function check_bullets() for b = 1, #bullet_array, 1 do local bullet = bullet_array[b] if b > #bullet_array then return end for a = 1, #alien_array, 1 do local alien = alien_array[a] if hit_test( bullet.x, bullet.y, alien.contentBounds ) then if alien.life > 0 then alien.life = alien.life - bullet.damage local defense_name = bullet.defense_name if defense_name == "Stun" then transition.cancel( alien.transition ) local t = ( alien_target_y - alien.y ) * alien.speed -- Use this aliens speed here alien.transition = transition.to( alien, { y=alien_target_y, time=t, delay=300, onComplete=remove_alien } ) end else remove_alien( alien ) end remove_bullet( bullet ) break end end end end
Here’s the full listing
----------------------------------------------------------------------------------------- -- -- main.lua -- ----------------------------------------------------------------------------------------- -- This example creates an array of enemy types and chooses a random enemy type -- for each new enemy. Enemies features: life, speed, and color. display.setStatusBar( display.HiddenStatusBar ) local TILE_ROWS = 9 local TILE_COLS = 5 local TILE_SIZE = 48 local TILE_MARGIN = 1 local BULLET_SPEED = 1000 / 400 local ALIEN_SPEED = 1000 / 20 local ENERGY_RECHARGE_RATE = 1 local ENERGY_TIMER_TIME = 150 local alien_timer local energy_timer local energy = 0 local current_defense_type = 1 local energy_text local alien_target_y = ( TILE_SIZE + TILE_MARGIN ) * TILE_ROWS local defense_array = {} local alien_array = {} local bullet_array = {} local defense_type_array = { {name="Standard", rof=1000, damage=1, cost=50}, {name="Rapid", rof=800, damage=1, cost=75}, {name="Heavy", rof=2000, damage=3, cost=100}, {name="Stun", rof=1200, damage=0.5, cost=80} } -- Add an array to manage enemy types local alien_type_array = { { name="normal", speed=ALIEN_SPEED, life=5, green=200 }, -- Normal enemy { name="fast", speed=ALIEN_SPEED / 2, life=2, green=255 }, -- Fast enemy weaker { name="slow", speed=ALIEN_SPEED * 2, life=10, green=165 }} -- slow enemy tougher local defense_button_array = {} local game_group = display.newGroup() local defense_group = display.newGroup() local alien_group = display.newGroup() local tile_group = display.newGroup() local control_group = display.newGroup() game_group:insert( tile_group ) game_group:insert( defense_group ) game_group:insert( alien_group ) local function select_defense_button() for i = 1, #defense_button_array, 1 do local button = defense_button_array[i] if button.index == current_defense_type then button.shape.strokeWidth = 3 else button.shape.strokeWidth = 0 end end end local function enable_disable_buttons() for i = 1, #defense_button_array,1 do local button = defense_button_array[i] local cost = button.cost if cost < energy then button.enabled = true button.alpha = 1.0 else button.enabled = false button.alpha = 0.5 end end end local function touch_defense_button( event ) local button = event.target current_defense_type = button.index select_defense_button() end local function make_defense_buttons() for i = 1, #defense_type_array, 1 do local button_group = display.newGroup() local button = display.newRoundedRect( 0, 0, 40, 40, 6 ) local r = 255 * ( i / #defense_type_array ) button:setFillColor( r, 0, 0 ) button:setStrokeColor( 255, 255, 255 ) defense_type_array[i].red = r button_group.cost = defense_type_array[i].cost button_group.enabled = false local button_text = display.newText( "0", 0, 0, native.systemFontBold, 14 ) button_text.text = defense_type_array[i].cost button_text.x = 20 button_text.y = 20 button_group:insert( button ) button_group:insert( button_text ) button_group.shape = button button_group.label = button_text button_group.index = i button_group.x = display.contentWidth - 45 button_group.y = 40 + ( i * 50 ) button_group:addEventListener( "touch", touch_defense_button ) table.insert(defense_button_array, button_group ) control_group:insert( button_group ) end end make_defense_buttons() select_defense_button() enable_disable_buttons() energy_text = display.newText( energy, 0, 0, native.systemFont, 16 ) control_group:insert( energy_text ) energy_text:setTextColor( 0, 255, 0 ) energy_text.x = 300 energy_text.y = 40 local function update_energy() energy_text.text = energy end local function energy_recharge() energy = energy + ENERGY_RECHARGE_RATE enable_disable_buttons() update_energy() end energy_timer = timer.performWithDelay( ENERGY_TIMER_TIME, energy_recharge, -1 ) local function remove_bullet( bullet ) local index = table.indexOf( bullet_array, bullet ) transition.cancel( bullet.transition ) table.remove( bullet_array, index ) display.remove( bullet ) end local function make_bullet( x, y ) local bullet = display.newCircle( 0, 0, 5 ) bullet:setFillColor( 0, 0, 0 ) bullet.x = x bullet.y = y table.insert( bullet_array, bullet ) local bt = y * BULLET_SPEED bullet.transition = transition.to( bullet, {y=0, time=bt, onComplete=remove_bullet} ) return bullet end local function defense_defend( defense ) for i = 1, #alien_array, 1 do local alien = alien_array[i] if alien.col == defense.col then local bullet = make_bullet( defense.x, defense.y ) bullet.damage = defense.damage bullet.defense_name = defense.defense_name break end end end local function remove_defense( defense ) local index = table.indexOf( defense_array, defense ) timer.cancel( defense.timer ) table.remove( defense_array, index ) display.remove( defense ) end local function make_defense( x, y ) local defense = display.newRect( 0, 0, 32, 32 ) defense.rof = defense_type_array[current_defense_type].rof defense.damage = defense_type_array[current_defense_type].damage defense.defense_name = defense_type_array[current_defense_type].name defense.red = defense_type_array[current_defense_type].red defense:setFillColor( defense.red, 0, 0 ) defense_group:insert( defense ) defense.x = x defense.y = y table.insert( defense_array, defense ) defense.timer = timer.performWithDelay( defense.rof, function() defense_defend( defense ) end, -1 ) return defense end local function touch_tile( event ) local phase = event.phase if phase == "began" then local tile = event.target local tile_x = tile.x local tile_y = tile.y local cost = defense_type_array[current_defense_type].cost if energy >= cost then energy = energy - cost local defense = make_defense( tile_x, tile_y ) defense.col = tile.col end end end local function make_grid() for row = 1, TILE_ROWS, 1 do for col = 1, TILE_COLS, 1 do local tile = display.newRect( 0, 0, TILE_SIZE, TILE_SIZE ) tile.x = ( TILE_SIZE + TILE_MARGIN ) * col tile.y = ( TILE_SIZE + TILE_MARGIN ) * row tile.col = col tile.has_defense = false tile:addEventListener( "touch", touch_tile ) tile_group:insert( tile ) end end end local function remove_alien( alien ) local index = table.indexOf( alien_array, alien ) transition.cancel( alien.transition ) table.remove( alien_array, index ) display.remove( alien ) end -- Modify this function to select different types of aliens local function make_alien() local alien_type = alien_type_array[ math.random( 1, #alien_type_array ) ] -- Choose a random alien type local alien = display.newRect( 0, 0, 32, 32 ) alien.alien_type = alien_type -- Save the type alien:setFillColor( 0, alien_type.green, 0 ) -- get the green value local col = math.random( 1, TILE_COLS ) alien.col = col alien.x = col * ( TILE_SIZE + TILE_MARGIN ) alien.y = 0 alien.life = alien_type.life -- Get the life foe this type alien.speed = alien_type.speed -- Save the speed local t = alien_target_y * alien_type.speed -- Get the speed for this type alien.transition = transition.to( alien, {y=alien_target_y, time=t, onComplete=remove_alien} ) alien_group:insert( alien ) table.insert( alien_array, alien ) end local function hit_test( x, y, bounds ) return x > bounds.xMin and x < bounds.xMax and y > bounds.yMin and y < bounds.yMax end local function hit_test_bounds( bounds1, bounds2 ) return bounds1.xMin < bounds2.xMax and bounds1.xMax > bounds2.xMin and bounds1.yMin < bounds2.yMax and bounds1.yMax > bounds2.yMin end local function check_bullets() for b = 1, #bullet_array, 1 do local bullet = bullet_array[b] if b > #bullet_array then return end for a = 1, #alien_array, 1 do local alien = alien_array[a] if hit_test( bullet.x, bullet.y, alien.contentBounds ) then if alien.life > 0 then alien.life = alien.life - bullet.damage local defense_name = bullet.defense_name if defense_name == "Stun" then transition.cancel( alien.transition ) local t = ( alien_target_y - alien.y ) * alien.speed -- Use this aliens speed here alien.transition = transition.to( alien, { y=alien_target_y, time=t, delay=300, onComplete=remove_alien } ) end else remove_alien( alien ) end remove_bullet( bullet ) break end end end end local function check_enemies() for a = 1, #alien_array, 1 do local alien = alien_array[a] for d = 1, #defense_array, 1 do local defense = defense_array[d] if hit_test_bounds( alien.contentBounds, defense.contentBounds ) then remove_defense( defense ) break end end end end local function on_enterframe( event ) check_bullets() check_enemies() end Runtime:addEventListener( "enterFrame", on_enterframe ) make_grid() alien_timer = timer.performWithDelay( 5300, make_alien, -1 ) ------------------------------------------------------------------------------------- local memory_text = display.newText( "Hello", 5, 5, native.systemFont, 16 ) memory_text:setTextColor( 255, 0, 0 ) memory_text.x = display.contentCenterX local monitorMem = function() collectgarbage() local textMem = math.round( system.getInfo( "textureMemoryUsed" ) / 1000000 ) memory_text.text = "Mem:"..math.round( collectgarbage("count")) .. " tex:".. textMem end Runtime:addEventListener( "enterFrame", monitorMem )