Here’s a few thoughts on setting up waves of enemies. Plants vs Zombies makes waves of zombies and puts the waves to good use. Game play gets much more exciting after the message “A huge wave of Zombies is approaching.”
The game requires that you either a starting reserve of energy or you have to start with a fewer enemies. After building your defense for a while it becomes very easy to take on the enemies. This means that a larger wave of enemies is required to make the game more interesting at this point.
There are a lot approaches you could take to creating wave of enemies. I’m going to define a wave of enemies by describing the wave in terms of time between enemies, number of enemies in wave, and pool of enemies.
Time between enemies will be the amount of time between the creation of each new enemy.
Number of enemies in wave, will be the count of total enemies in this wave.
Pool of enemies will be a listing of the types of enemies in the wave. This is the most abstract idea here. I’m going to use the pool as a list of possible enemy types that might appear in the wave. During the wave each new enemy created will be a random type chosen from the pool. The pool will be an array. By adding the same type more than once the pool can weighted.
Each wave will be initiated by a timer.
Use three variables to keep track of the wave. One and array the other an integer setting the index of the current wave in the array. The last variable will keep track of a timer that tracks the wave.
local wave_timer -- add a timer to hold the wave local alien_wave_index = 1 -- Use this to keep track of the current wave -- Add an array to hold a wave of enemies local alien_wave_array = { { time=2300, -- Time between enemies count=10, -- Number of enemies in wave pool={1,1,1,2,3}, -- Number and type of enemies in wave delay=3000 } , { time=1500, -- Time between enemies count=20, -- Number of enemies in wave pool={1,2,3}, -- Number and type of enemies in wave delay=2000 } }
The array above holds a list of tables. Each of these tables describes a wave of enemies. Notice each table has properties of time, count, pool, and delay.
- time – sets the time in ms between enemies during wave
- count – total number of enemies in wave
- pool – an array of alien types represented in wave
- delay – time to wait after wave before starting the net wave
I added the extra delay property here as thought it might be useful to control the flow of things.
Next I needed two functions to control the waves of enemies. The make_wave() function sets up timers to run the wave. Here I create two timers. One called make_alien(). This timer takes the time and count from the current wave table. The second timer is set to total length of the current wave and is used to start the next wave.
I need to include a forward declaration here for next_wav, since this function calls make_wave and make wave calls it.
-- Need a forward declaration local next_wave -- Add this function to mange creating enemies that attack in waves. local function make_wave() local wave_table = alien_wave_array[ alien_wave_index ] local wave_time = wave_table.time local wave_count = wave_table.count local delay_after_wave = wave_table.delay alien_timer = timer.performWithDelay( wave_time, make_alien, wave_count ) local time_til_next_wave = ( wave_time * wave_count ) + delay_after_wave wave_timer = timer.performWithDelay( time_til_next_wave, next_wave, 1 ) end -- Called at the end of each wave function next_wave() alien_wave_index = alien_wave_index + 1 if alien_wave_index > #alien_wave_array then print( "ALL WAVES COMPLETE" ) else print( "next wave" ) make_wave() end end make_wave()
Here’s a full listing of the code in this example:
----------------------------------------------------------------------------------------- -- -- main.lua -- ----------------------------------------------------------------------------------------- -- Waves of Enemies 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 wave_timer -- add a timer to hold the wave 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 alien_wave_index = 1 -- Use this to keep track of the current wave 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} } local alien_type_array = { { name="normal", speed=ALIEN_SPEED, life=5, green=200 }, { name="fast", speed=ALIEN_SPEED / 2, life=2, green=255 }, { name="slow", speed=ALIEN_SPEED * 2, life=10, green=165 }} -- Add an array to hold a wave of enemies local alien_wave_array = { { time=2300, -- Time between enemies count=10, -- Number of enemies in wave pool={1,1,1,2,3}, -- Number and type of enemies in wave delay=3000 } , { time=1500, -- Time between enemies count=20, -- Number of enemies in wave pool={1,2,3}, -- Number and type of enemies in wave delay=2000 } } 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 = 30 -- Add a name label to each button local button_name_text = display.newText( "", 0, 0, native.systemFont, 12 ) button_name_text.text = defense_type_array[i].name button_name_text.x = 20 button_name_text.y = 10 button_group:insert( button ) button_group:insert( button_text ) button_group:insert( button_name_text ) -- insert button into group 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 ) -- Use this function to remove explosions local function remove_explosion( explosion ) display.remove( explosion ) end -- Use this function to make explosions local function make_explosion( x, y ) local explosion = display.newCircle( 0, 0, 1 ) explosion.x = x explosion.y = y explosion:setFillColor( 0, 0, 255, 66 ) explosion.strokeWidth = 3 explosion:setStrokeColor( 0, 0, 255, 128 ) transition.to( explosion, {width=20, height=20, time=500, onComplete=remove_explosion} ) end 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 local function make_alien() local alien_wave_pool = alien_wave_array[ alien_wave_index ].pool -- get the current pool of alien types local alien_type_index = alien_wave_pool[ math.random( 1, #alien_wave_pool ) ] -- Get a random type index local alien_type = alien_type_array[ alien_type_index ] -- Get a random alien type local alien = display.newRect( 0, 0, 32, 32 ) alien.alien_type = alien_type alien:setFillColor( 0, alien_type.green, 0 ) 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 local t = alien_target_y * alien_type.speed 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 make_explosion( alien.x, alien.y ) -- Add an explosion on a hit 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 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() -- Need a forward declaration local next_wave -- Add this function to mange creating enemies that attack in waves. local function make_wave() local wave_table = alien_wave_array[ alien_wave_index ] local wave_time = wave_table.time local wave_count = wave_table.count local delay_after_wave = wave_table.delay alien_timer = timer.performWithDelay( wave_time, make_alien, wave_count ) local time_til_next_wave = ( wave_time * wave_count ) + delay_after_wave wave_timer = timer.performWithDelay( time_til_next_wave, next_wave, 1 ) end -- Called at the end of each wave function next_wave() alien_wave_index = alien_wave_index + 1 if alien_wave_index > #alien_wave_array then print( "ALL WAVES COMPLETE" ) else print( "next wave" ) make_wave() end end make_wave() ------------------------------------------------------------------------------------- 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 )
Can you provide the download of this amazing tutorial?? It will be helpful.
Thanks ALOT for your tutorial, it’s all I was looking for
There is nothing to download. The tutorial contains the complete code. Create a new project, copy and paste the code listing from the tutorial into main.lua.
Oooh just like that? it’s simple hahaha
again Thanks alot for your tutorial!