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pygame_space -> def wave

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Jan 27th, 2015
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  1. def wave():
  2.     global waveCount, waveDone, lastSpawn, numSpawned, lastWave, randomGroupY, gamestate
  3.     t = pygame.time.get_ticks()
  4.     #print 'en: ' + str(len(enemies)) + ', wave: ' + str(waveCount) #str(t - lastSpawn)
  5.     if waveCount < 20:
  6.         if waveCount %2 == 1:
  7.             if not waveDone:
  8.                 if (t - lastSpawn) > 200:
  9.                     a = Enemy.enemy('grunt-siner-wave', 3, bullets, enemies, randomGroupY)
  10.                     lastSpawn = pygame.time.get_ticks()
  11.                 if len(enemies)%5 == 0 and waveCount > 9:
  12.                     f = Enemy.enemy('siner', 2, bullets, enemies)
  13.                 if len(enemies) > 12:
  14.                     waveDone = True
  15.             if (t - lastSpawn) > 5000 and waveDone:
  16.                 waveCount += 1
  17.                 lastwave = pygame.time.get_ticks()
  18.                 waveDone = False
  19.                 randomGroupY = random.randint(50, 300)
  20.         else:
  21.             numEn = int(math.ceil(waveCount/3)) + 1
  22.             if not waveDone:
  23.                 for x in range(0, numEn):
  24.                     e = Enemy.enemy('grunt', 3, bullets, enemies)
  25.                     if x > 1:
  26.                         f = Enemy.enemy('siner', 2, bullets, enemies)
  27.                     if x > 3:
  28.                         g = Enemy.enemy('fighter', random.randint(4, 5), bullets, enemies)
  29.                     waveDone = True
  30.             if len(enemies) == 0 and waveDone:
  31.                 waveCount += 1
  32.                 waveDone = False
  33.     else:
  34.         if not waveDone:
  35.             b = Enemy.enemy('boss', 0.5, bullets, enemies)
  36.             waveDone = True
  37.         if len(enemies) == 0 and waveDone:
  38.             gamestate = 'game over'
  39.             #print 'game should be over now'
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