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- def wave():
- global waveCount, waveDone, lastSpawn, numSpawned, lastWave, randomGroupY, gamestate
- t = pygame.time.get_ticks()
- #print 'en: ' + str(len(enemies)) + ', wave: ' + str(waveCount) #str(t - lastSpawn)
- if waveCount < 20:
- if waveCount %2 == 1:
- if not waveDone:
- if (t - lastSpawn) > 200:
- a = Enemy.enemy('grunt-siner-wave', 3, bullets, enemies, randomGroupY)
- lastSpawn = pygame.time.get_ticks()
- if len(enemies)%5 == 0 and waveCount > 9:
- f = Enemy.enemy('siner', 2, bullets, enemies)
- if len(enemies) > 12:
- waveDone = True
- if (t - lastSpawn) > 5000 and waveDone:
- waveCount += 1
- lastwave = pygame.time.get_ticks()
- waveDone = False
- randomGroupY = random.randint(50, 300)
- else:
- numEn = int(math.ceil(waveCount/3)) + 1
- if not waveDone:
- for x in range(0, numEn):
- e = Enemy.enemy('grunt', 3, bullets, enemies)
- if x > 1:
- f = Enemy.enemy('siner', 2, bullets, enemies)
- if x > 3:
- g = Enemy.enemy('fighter', random.randint(4, 5), bullets, enemies)
- waveDone = True
- if len(enemies) == 0 and waveDone:
- waveCount += 1
- waveDone = False
- else:
- if not waveDone:
- b = Enemy.enemy('boss', 0.5, bullets, enemies)
- waveDone = True
- if len(enemies) == 0 and waveDone:
- gamestate = 'game over'
- #print 'game should be over now'
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