Each wave is subdivided. Firstly there are the "parts": Six digit strings that contain the following information: What type of enemy is going to spawn (normal or iron cookie) - first digit of its part How many of them are there going to be -second and third digits of the part What will the delay (in seconds) be between spawns -last three digits of part The "Compiled" list is a way for you to easily copy and paste all the information that describes what a wave will be like. It will be a line of number (maybe with some dots as well). The "Uncompiled" list is the thing that you directly edit. It displays each "part" on a separate line. Explaining the part system: In the example shown (in the project the wave looks is 110001), there is one part in the wave (it is 6 digits long) The type of enemy is the first digit: 1. The number of spawns is the second and third digit - the second is 1, the third is 0. This means that the number of enemies is 10. Finally, the delay is the last three digits: 001. This means that in the example shown, the wave looks consists of 10 normal cookies with a 1 second interval between each one being spawned. Another example would be a wave with a "complied" of: 2050.11150.5 This can be split into: 2 05 0.1 1 15 0.5 This means 5 iron cookies spawn with a 0.1 second delay between them followed by 15 ordinary cookies at a rate of 2 per second. The Variables: (note - all of these update "Uncompiled" but not "Compiled" in real time). Edit pointer: Lets you choose which "part" (item of "Uncompiled") to edit. type: lets you choose between an iron cookie (a value of 2) or ordinary cookie (a value of 1). how many: lets you decide how many cookies will be spawned in the "part". delay: can't be more than 3 digits. The delay between cookies being spawned. The Buttons: Clear: wipes everything and sets it to a basic wave consisting of 1 ordinary cookie. Compile: Uses the information in "Uncompiled" and puts it all together in a single string which is displayed in "Compiled". Set delay: Sets the variable "delay" to a value. +New Part: Lets you add multiple parts to the wave (it would be pretty boring with only 1 part - just a steady stream of enemies). There is a limit of 20 parts. Test: Shows you what your wave looks like. Be careful as it reads from "Compile" so if you don't click the compile it first then you will be looking at an outdated version of your wave. Wow that was long...
This creates the waves (not map) for Cookie Tower defence for DropShape gaming. It may not look very impressive but hopefully it will help make the actual game lookimpressive :) It is all mine *evil laugh*