Phase II — Progress report — Enemy Spawn Changes — Waves
In this progress update, I will cover the new wave spawning system I have implemented.
Previously I had the enemies spawning one after the other at a present (but editable) delay.
I have added in several new variables to manage the wave logic and grouped them all under a header called “Wave Settings”.
At the start of the game, I set the “_enemiesThisWaveTotal” to the initial wave amount.
The next step was spawning the enemies with a slight delay (ensuring that 2 enemies don’t spawn directly on top of each other) in a for loop until the correct number of enemies had been spawned. I then incremented the wave amount for the next loop and wait for the time I set between each wave.
This method allows the game to become increasingly more difficult as time goes on.
All that is left is to test the functionality, for testing purposes the time between waves has been reduced.