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authorDavid Thompson <dthompson2@worcester.edu>2016-05-15 20:37:18 -0400
committerDavid Thompson <dthompson2@worcester.edu>2016-05-15 20:37:18 -0400
commite495b361e0e9ac5f723928c9e626320ae5e26716 (patch)
tree6b1a532c8ddedce945f2444fa793de192190509a /game.scm
parent2fce9e80092c28b51d2d8795ca04fecb43aed277 (diff)
Factor out all game model code into the relevant modules.
Diffstat (limited to 'game.scm')
-rw-r--r--game.scm786
1 files changed, 0 insertions, 786 deletions
diff --git a/game.scm b/game.scm
index 2c9f257..d4df021 100644
--- a/game.scm
+++ b/game.scm
@@ -39,792 +39,6 @@
;;;
-;;; Model
-;;;
-
-(define bounds (make-rect (vector2 0 0) resolution))
-(define player-bounds (rect-inflate bounds -6 -8))
-(define bullet-bounds (rect-inflate bounds 32 32))
-(define player-speed 1.1)
-(define player-attack 1)
-
-
-;;;
-;;; Enemies
-;;;
-
-(define (enemy-dead? enemy)
- (zero? (enemy-health enemy)))
-
-(define (enemy-alive? enemy)
- (> (enemy-health enemy) 0))
-
-(define (damage-enemy enemy bullet time)
- (make-enemy #:inherit enemy
- #:last-hit-time time
- #:health (max 0
- (- (enemy-health enemy)
- (if (eq? (enemy-polarity enemy)
- (bullet-polarity bullet))
- player-attack
- ;; Bullets of opposite polarity
- ;; deal double damage.
- (* player-attack 2))))))
-
-
-;;;
-;;; Player
-;;;
-
-(define (kill-player player time)
- (make-player #:inherit player #:last-death-time time))
-
-(define player-invincible-time (* 4 60))
-
-(define (player-invincible? player time)
- (let ((last-death (player-last-death-time player)))
- (and last-death
- (negative?
- (- time (+ last-death player-invincible-time))))))
-
-(define (toggle-polarity player)
- (make-player #:inherit player
- #:polarity (if (eq? (player-polarity player) 'light)
- 'dark
- 'light)))
-
-
-;;;
-;;; Bullets
-;;;
-
-(define (kill-bullet bullet)
- (make-bullet #:inherit bullet #:live? #f))
-
-(define (move-bullet bullet offset)
- (make-bullet #:inherit bullet
- #:position (v+ (bullet-position bullet) offset)))
-
-(define (move-bullet-to bullet position)
- (make-bullet #:inherit bullet #:position position))
-
-(define (bullet-in-bounds? bullet)
- (rect-contains? bullet-bounds (bullet-position bullet)))
-
-(define (forward speed)
- (lambda (world effects bullet)
- (values #f
- effects
- (move-bullet bullet (polar2 speed (bullet-direction bullet))))))
-
-(define (direct-player player direction)
- (make-player #:inherit player #:direction direction))
-
-(define (move-player player offset)
- (make-player #:inherit player
- #:position (rect-clamp player-bounds
- (v+ (player-position player) offset))))
-
-(define (set-player-shooting player shooting?)
- (make-player #:inherit player #:shooting? shooting?))
-
-(define (player-forward speed)
- (lambda (world effects player)
- (values #f
- effects
- (move-player player (v* speed (player-direction player))))))
-
-(define player-bullet-script
- (forever (forward 5)))
-
-(define player-bullet-direction (/ pi 2))
-
-(define (make-player-bullet player offset)
- (make-actor (make-bullet #:position (v+ (player-position player) offset)
- #:type (match (player-polarity player)
- ('light 'player-light)
- ('dark 'player-dark))
- #:direction player-bullet-direction)
- player-bullet-script))
-
-(define (add-player-bullets world bullets)
- (make-world #:inherit world
- #:player-bullets
- (append bullets (world-player-bullets world))))
-
-(define (player-shoot world player)
- (add-player-bullets world
- (list
- (make-player-bullet player (vector2 -2 1))
- (make-player-bullet player (vector2 4 1)))))
-
-(define (place-enemy enemy position)
- (make-enemy #:inherit enemy
- #:position position))
-
-(define (move-enemy enemy offset)
- (make-enemy #:inherit enemy
- #:position (v+ (enemy-position enemy) offset)))
-
-(define (aim-enemy enemy offset)
- (make-enemy #:inherit enemy
- #:aim (+ (enemy-aim enemy) offset)))
-
-(define (add-enemy-bullets world bullets)
- (make-world #:inherit world
- #:enemy-bullets
- (append bullets (world-enemy-bullets world))))
-
-(define (add-enemy-bullet world bullet)
- (make-world #:inherit world
- #:enemy-bullets
- (cons bullet (world-enemy-bullets world))))
-
-(define (simple-enemy-bullet position direction speed)
- (make-actor (make-bullet #:type 'small-light
- #:position position
- #:direction direction)
- (forever (forward speed))))
-
-(define (enemy-shoot world enemy type speed aim-offset)
- (let* ((position (enemy-position enemy))
- (bullet (make-actor (make-bullet #:type type
- #:polarity (match type
- ((or 'small-light
- 'large-light)
- 'light)
- ((or 'small-dark
- 'large-dark)
- 'dark))
- #:position position
- #:direction (+ (enemy-aim enemy)
- aim-offset))
- (forever (forward speed)))))
- (add-enemy-bullet world bullet)))
-
-(define (enemy-shoot-at-player world enemy speed)
- (let* ((v (normalize
- (v- (enemy-position enemy)
- (player-position
- (actor-ref
- (world-player world))))))
- (direction (+ pi (atan (vy v) (vx v))))
- (position (enemy-position enemy))
- (bullets
- (list (simple-enemy-bullet position (+ direction (/ pi 16)) speed)
- (simple-enemy-bullet position (+ direction (/ pi 8)) speed)
- (simple-enemy-bullet position direction speed)
- (simple-enemy-bullet position (- direction (/ pi 8)) speed)
- (simple-enemy-bullet position (- direction (/ pi 16)) speed))))
- (add-enemy-bullets world bullets)))
-
-(define (explosion-active? explosion current-time)
- (< (- current-time (explosion-time explosion)) 15))
-
-
-;;;
-;;; Stats
-;;;
-
-(define (decrement-life stats)
- (make-stats #:inherit stats
- #:lives (max 0 (1- (stats-lives stats)))))
-
-(define max-chain-multiplier 10)
-
-(define (add-to-score enemy stats)
- ;; TODO: Award different points for different types of enemies.
- (make-stats #:inherit stats
- #:score (+ (stats-score stats)
- 1000 ; base kill points
- ;; Chain multiplier.
- (* 255
- (min (stats-chain stats)
- max-chain-multiplier)))))
-
-(define (add-to-chain enemy stats)
- (let* ((enemy-polarity (enemy-polarity enemy))
- (chain-polarity (stats-chain-type stats))
- (progress (stats-chain-progress stats)))
- (cond
- ((or (zero? progress) (= progress 3))
- (make-stats #:inherit stats
- #:chain-type enemy-polarity
- #:chain-progress 1))
- ((not (eq? enemy-polarity chain-polarity))
- (make-stats #:inherit stats
- #:chain-type #f
- #:chain-progress 0
- #:chain 0))
- ((= progress 1)
- (make-stats #:inherit stats
- #:chain-progress 2))
- ((= progress 2)
- (make-stats #:inherit stats
- #:chain-progress 3
- #:chain (1+ (stats-chain stats)))))))
-
-
-;;;
-;;; Collision detection
-;;;
-
-(define (player-world-hitbox player)
- (rect-move (player-hitbox player) (player-position player)))
-
-(define (player-world-absorb-hitbox player)
- (rect-move (player-absorb-hitbox player) (player-position player)))
-
-(define (enemy-world-hitbox enemy)
- (rect-move (enemy-hitbox enemy) (enemy-position enemy)))
-
-(define (bullet-world-hitbox bullet)
- (rect-move (bullet-hitbox bullet) (bullet-position bullet)))
-
-(define (enemy/player-collision? enemy player)
- (rect-intersects? (enemy-world-hitbox enemy)
- (player-world-hitbox player)))
-
-(define (enemy/bullet-collision? enemy bullet)
- (rect-intersects? (enemy-world-hitbox enemy)
- (bullet-world-hitbox bullet)))
-
-(define (player/bullet-polarity-eq? player bullet)
- (eq? (player-polarity player) (bullet-polarity bullet)))
-
-(define (player/bullet-collision? player bullet)
- (rect-intersects? (if (player/bullet-polarity-eq? player bullet)
- (player-world-absorb-hitbox player)
- (player-world-hitbox player))
- (bullet-world-hitbox bullet)))
-
-(define (collide-enemies-and-bullets enemies player-bullets stats time)
- (define (collide enemy bullets stats explosions)
- (let loop ((bullets bullets)
- (prev-bullets '())
- (stats stats))
- (match bullets
- (()
- (values enemy (reverse prev-bullets) stats explosions))
- ((bullet . rest)
- (if (enemy/bullet-collision? (actor-ref enemy) (actor-ref bullet))
- (let* ((new-enemy (call-with-actor enemy
- (lambda (enemy)
- (damage-enemy enemy
- (actor-ref bullet)
- time))))
- (new-enemy* (actor-ref new-enemy)))
- (values new-enemy
- ;; Remove bullet.
- (append (reverse prev-bullets) rest)
- (if (enemy-alive? new-enemy*)
- stats
- ;; Enemy killed, add to player score and
- (add-to-chain new-enemy*
- (add-to-score new-enemy* stats)))
- (if (enemy-alive? new-enemy*)
- explosions
- ;; Add new explosion.
- (cons (make-explosion #:type 'regular
- #:position (enemy-position
- new-enemy*)
- #:time time)
- explosions))))
- (loop rest (cons bullet prev-bullets) stats))))))
-
- (let loop ((enemies enemies)
- (new-enemies '())
- (bullets player-bullets)
- (explosions '())
- (stats stats))
- (match enemies
- (()
- (values (reverse new-enemies) bullets stats explosions))
- ((enemy . rest)
- (let-values (((new-enemy bullets stats explosions)
- (collide enemy bullets stats explosions)))
- (loop rest
- (if (enemy-alive? (actor-ref new-enemy))
- (cons new-enemy new-enemies)
- new-enemies)
- bullets
- explosions
- stats))))))
-
-(define (collide-player-and-enemies player enemies stats time)
- (let loop ((enemies enemies))
- (match enemies
- (()
- (values player stats '()))
- ((enemy . rest)
- (if (enemy/player-collision? (actor-ref enemy) (actor-ref player))
- (let* ((invincible? (player-invincible? (actor-ref player) time))
- (new-player (if invincible?
- player
- (call-with-actor player
- (lambda (player)
- (kill-player player time)))))
- (position (player-position (actor-ref player)))
- (explosion (make-explosion #:type 'player
- #:position position
- #:time time)))
- (values new-player
- (if invincible?
- stats
- (decrement-life stats))
- (list explosion)))
- (loop rest))))))
-
-(define (collide-player-and-bullets player enemy-bullets stats time)
- (let loop ((bullets enemy-bullets)
- (new-bullets '()))
- (match bullets
- (()
- (values player (reverse new-bullets) stats '()))
- ((bullet . rest)
- (let* ((b (actor-ref bullet))
- (p (actor-ref player)))
- (if (player/bullet-collision? p b)
- (let* ((hit? (not (or (player-invincible? p time)
- (player/bullet-polarity-eq? p b))))
- (new-player (if hit?
- (call-with-actor player
- (lambda (player)
- (kill-player player time)))
- player))
- (position (player-position p))
- (explosion (make-explosion #:type 'player
- #:position position
- #:time time)))
- (values new-player
- (append (reverse new-bullets) rest)
- (if hit? (decrement-life stats) stats)
- (if hit? (list explosion) '())))
- (loop rest (cons bullet new-bullets))))))))
-
-
-;;;
-;;; Game world simulation
-;;;
-
-(define (final-wave? world)
- (= (length (world-waves world)) 1))
-
-(define (game-over? world)
- (zero? (stats-lives (world-stats world))))
-
-(define (game-won? world)
- (and (null? (world-waves world))
- (null? (world-enemies world))
- (not (game-over? world))))
-
-(define (game-intro? world)
- (not (world-waves world)))
-
-(define (keep-bullet? bullet)
- (and (bullet-live? bullet)
- (bullet-in-bounds? bullet)))
-
-(define (update-bullets effects world bullets)
- ;; TODO: Gather effects
- (values effects
- (filter-map (lambda (actor)
- (let-values (((effects new-actor)
- (update-actor world '() actor)))
- (let ((bullet (actor-ref new-actor)))
- (and (bullet-live? bullet)
- (bullet-in-bounds? bullet)
- new-actor))))
- bullets)))
-
-(define (update-enemies effects world)
- ;; TODO: gather effects
- (let-values (((new-effects new-enemies)
- (actor-filter-update enemy-alive? world (world-enemies world))))
- (values (append new-effects effects) new-enemies)))
-
-(define (update-player effects world)
- (update-actor world effects (world-player world)))
-
-(define (update-world world time)
- (let*-values
- (((game-over?) (game-over? world))
- ((game-won?) (game-won? world))
- ((effects new-player)
- (if game-over?
- (values '() (world-player world))
- (update-player '() world)))
- ((effects new-enemies) (update-enemies effects world))
- ((effects new-player-bullets)
- (if game-over?
- (values effects '())
- (update-bullets effects world (world-player-bullets world))))
- ((effects new-enemy-bullets)
- (update-bullets effects world (world-enemy-bullets world)))
- ((stats) (world-stats world))
- ((new-enemies new-player-bullets new-stats explosions1)
- ;; Don't allow enemies to be killed after the game has been
- ;; lost because that would lead to strange things.
- (if game-over?
- (values new-enemies new-player-bullets stats '())
- (collide-enemies-and-bullets new-enemies new-player-bullets
- stats time)))
- ;; Move to the next wave, if needed.
- ((new-enemies new-waves)
- (let ((waves (world-waves world)))
- (cond
- ((not waves)
- (values new-enemies #f))
- ((null? waves)
- (values new-enemies '()))
- ((null? new-enemies)
- (values (car waves) (cdr waves)))
- (else
- (values new-enemies waves)))))
- ((new-player new-enemy-bullets new-stats explosions2)
- ;; Don't collide when the game has been won or lost.
- (if (or game-over? game-won?)
- (values new-player new-enemy-bullets new-stats '())
- (collide-player-and-bullets new-player new-enemy-bullets
- new-stats time)))
- ((new-player new-stats explosions3)
- ;; Don't collide when the game has been lost. By definition
- ;; their are no enemies when the game is won, so we don't have
- ;; to worry about that case.
- (if game-over?
- (values new-player new-stats '())
- (collide-player-and-enemies new-player new-enemies
- new-stats time)))
- ((new-explosions)
- (filter (lambda (explosion)
- (explosion-active? explosion time))
- (append explosions1
- explosions2
- explosions3
- (world-explosions world)))))
- (apply-effects effects
- (make-world #:player new-player
- #:player-bullets new-player-bullets
- #:enemies new-enemies
- #:enemy-bullets new-enemy-bullets
- #:waves new-waves
- #:stats new-stats
- #:explosions new-explosions))))
-
-(define (world-eval exp world)
- (match exp
- (('null) world)
- (('tick time)
- (update-world world time))
- (('player-direction direction)
- (make-world #:inherit world
- #:player (call-with-actor (world-player world)
- (lambda (player)
- (direct-player player direction)))))
- (('player-shoot shooting?)
- (make-world #:inherit world
- #:player (call-with-actor (world-player world)
- (lambda (player)
- (set-player-shooting player shooting?)))))
- (('player-toggle-polarity)
- (make-world #:inherit world
- #:player (call-with-actor (world-player world)
- toggle-polarity)))
- (('restart restart?)
- (if (and restart?
- (or (game-over? world)
- (game-won? world)
- (game-intro? world)))
- (make-world #:inherit %default-world
- #:waves %waves)
- world))))
-
-(define player-shoot* (action-effect-lift player-shoot))
-(define place-enemy* (action-lift place-enemy))
-(define move-enemy* (action-lift move-enemy))
-(define aim-enemy* (action-lift aim-enemy))
-(define enemy-shoot* (action-effect-lift enemy-shoot))
-(define enemy-shoot-at-player* (action-effect-lift enemy-shoot-at-player))
-
-(define %default-player
- (make-actor (make-player)
- (forever
- (both (repeat 3 (player-forward player-speed))
- (whena player-shooting? (player-shoot*))))))
-
-(define (make-pincer polarity position action)
- (make-actor (make-enemy #:position position
- #:health 40
- #:polarity polarity
- #:type (match polarity
- ('light 'pincer-light)
- ('dark 'pincer-dark)))
- action))
-
-(define (make-popcorn polarity position action)
- (make-actor (make-enemy #:position position
- #:health 1
- #:polarity polarity
- #:type (match polarity
- ('light 'popcorn-light)
- ('dark 'popcorn-dark)))
- action))
-
-(define %hard-spiral
- (let* ((v (vector2 .8 0))
- (bullet-speed 0.6)
- (interval 15)
- (shoot (together
- (wait 2)
- (aim-enemy* (/ pi 32))
- (enemy-shoot* 'large-light bullet-speed 0)
- (enemy-shoot* 'large-dark (/ bullet-speed 2) pi))))
- (forever
- (sequence
- (repeat interval (together (move-enemy* v) shoot))
- (repeat interval (together (move-enemy* (v- v)) shoot))
- (repeat interval (together (move-enemy* (v- v)) shoot))
- (repeat interval (together (move-enemy* v) shoot))))))
-
-(define (move-linear offset duration)
- (repeat duration
- (move-enemy*
- (v* offset (/ 1.0 duration)))))
-
-(define hard-pincer
- (let ((start (vector2 -60 120)))
- (make-pincer 'light start
- (sequence (move-linear (v- (vector2 30 120) start) 90)
- %hard-spiral))))
-
-(define (make-medium-wave polarity)
- (list (let ((start (vector2 -60 120)))
- (make-pincer polarity start
- (sequence (move-linear (v- (vector2 30 120) start) 90)
- %hard-spiral)))
- (let ((start (vector2 180 120)))
- (make-pincer polarity start
- (sequence (move-linear (v- (vector2 90 120) start) 90)
- %hard-spiral)))
- (let ((start (vector2 -30 140)))
- (make-pincer polarity start
- (sequence (move-linear (v- (vector2 60 140) start) 90)
- %hard-spiral)))))
-
-(define (polarity-not polarity)
- (if (eq? polarity 'light)
- 'dark
- 'light))
-
-(define (make-easy-wave polarity bullet-speed)
- (define (bullet-type* polarity)
- (match polarity
- ('light 'small-light)
- ('dark 'small-dark)))
-
- (define sweep-size 16)
- (define theta (/ pi/2 sweep-size))
-
- (define (action polarity)
- (define bullet-speed*
- (if (eq? polarity 'dark)
- bullet-speed
- (* bullet-speed 1.5)))
-
- (sequence
- (wait (if (eq? polarity 'dark) 60 0))
- (aim-enemy* (if (eq? polarity 'dark)
- (* 5/4 pi)
- (* 7/4 pi)))
- (forever
- (sequence
- (repeat sweep-size
- (sequence
- (wait 10)
- (enemy-shoot* (bullet-type* polarity) bullet-speed* 0)
- (aim-enemy* (if (eq? polarity 'dark) theta (- theta)))))
- (move-linear (vector2 10 10) 10)
- (wait 60)
- (repeat sweep-size
- (sequence
- (wait 10)
- (enemy-shoot* (bullet-type* polarity) bullet-speed* 0)
- (aim-enemy* (if (eq? polarity 'dark) (- theta) theta))))
- (move-linear (vector2 -10 -10) 10)
- (wait 60)))))
-
- (define (enemy polarity start)
- (make-popcorn polarity start
- (sequence
- (wait (if (eq? polarity 'dark) 30 0))
- (move-linear (vector2 0 -120) 90)
- (action polarity))))
-
- (list (enemy polarity (vector2 20 200))
- (enemy polarity (vector2 20 220))
- (enemy polarity (vector2 20 240))
- (enemy (polarity-not polarity) (vector2 40 200))
- (enemy (polarity-not polarity) (vector2 40 220))
- (enemy (polarity-not polarity) (vector2 40 240))
- (enemy polarity (vector2 60 200))
- (enemy polarity (vector2 60 220))
- (enemy polarity (vector2 60 240))
- (enemy (polarity-not polarity) (vector2 80 200))
- (enemy (polarity-not polarity) (vector2 80 220))
- (enemy (polarity-not polarity) (vector2 80 240))
- (enemy polarity (vector2 100 200))
- (enemy polarity (vector2 100 220))
- (enemy polarity (vector2 100 240))))
-
-(define (make-intro-wave make-enemy* polarity1 polarity2 polarity3 bullet-speed)
- (define (bullet-type* polarity)
- (match polarity
- ('light 'small-light)
- ('dark 'small-dark)))
-
- (define (action polarity)
- (let ((shoot (repeat 8
- (sequence
- (enemy-shoot* (bullet-type* polarity)
- bullet-speed
- (* 0.125 pi))
- (enemy-shoot* (bullet-type* polarity)
- bullet-speed
- 0)
- (enemy-shoot* (bullet-type* polarity)
- bullet-speed
- (* -0.125 pi)))))
- (theta (/ pi 16)))
- (sequence
- (aim-enemy* (* 1.5 pi))
- (forever
- (sequence
- shoot
- (aim-enemy* theta)
- shoot
- (aim-enemy* theta)
- shoot
- (aim-enemy* (- theta))
- shoot
- (aim-enemy* (- theta))
- shoot
- (aim-enemy* (- theta))
- shoot
- (aim-enemy* (- theta))
- shoot
- (aim-enemy* theta)
- shoot
- (aim-enemy* theta))))))
-
- (define (enemy polarity start)
- (make-enemy* polarity start
- (sequence
- (move-linear (vector2 0 -120) 90)
- (action polarity))))
-
- (list (enemy polarity1 (vector2 20 250))
- (enemy polarity2 (vector2 60 250))
- (enemy polarity3 (vector2 100 250))))
-
-(define (make-final-wave)
- (define popcorn-bullet-speed 1)
-
- (define shoot-down-light
- (sequence
- (aim-enemy* (* 1.5 pi))
- (forever
- (sequence
- (move-linear (vector2 5 0) 5)
- (repeat 20
- (sequence
- (enemy-shoot* 'small-light popcorn-bullet-speed 0)
- (wait 3)))
- (move-linear (vector2 -5 0) 5)
- (wait 150)))))
-
- (define shoot-down-dark
- (sequence
- (aim-enemy* (* 1.5 pi))
- (forever
- (sequence
- (move-linear (vector2 -5 0) 5)
- (repeat 20
- (sequence
- (enemy-shoot* 'small-dark popcorn-bullet-speed 0)
- (wait 3)))
- (move-linear (vector2 5 0) 5)
- (wait 150)))))
-
- (define popcorn-start-height 225)
-
- (define (make-popcorn* polarity n x)
- (make-popcorn polarity
- (vector2 x (+ popcorn-start-height (* 16 n)))
- (sequence
- (move-linear (vector2 0 -120) 90)
- (wait (* 60 n))
- (if (eq? polarity 'light)
- shoot-down-light
- shoot-down-dark))))
-
- (define (make-pincer* polarity x)
- (define bullet-type*
- (if (eq? polarity 'light)
- 'large-light
- 'large-dark))
-
- (define speed (if (eq? polarity 'light) .6 .4))
-
- (make-pincer polarity
- (vector2 x 200)
- (sequence
- (move-linear (vector2 0 -110) 80)
- (forever
- (sequence
- (enemy-shoot* 'large-light speed 0)
- (enemy-shoot* 'large-dark speed (* .25 pi))
- (enemy-shoot* 'large-light speed (* .5 pi))
- (enemy-shoot* 'large-dark speed (* .75 pi))
- (enemy-shoot* 'large-light speed pi)
- (enemy-shoot* 'large-dark speed (* 1.25 pi))
- (enemy-shoot* 'large-light speed (* 1.5 pi))
- (enemy-shoot* 'large-dark speed (* 1.75 pi))
- (aim-enemy* (/ pi 32))
- (wait 6))))))
-
- (append
- (list (make-pincer* 'light 20)
- (make-pincer* 'dark 60)
- (make-pincer* 'light 100))
- (concatenate
- (list-tabulate 8
- (lambda (n)
- (let ((x (+ 8 (* 15 n)))
- (polarity (if (even? n) 'light 'dark)))
- (list (make-popcorn* polarity 0 x)
- (make-popcorn* (polarity-not polarity) 1 x)
- (make-popcorn* polarity 2 x))))))))
-
-(define %waves
- (list (make-intro-wave make-popcorn 'light 'light 'light 1)
- (make-intro-wave make-popcorn 'dark 'dark 'dark 1)
- (make-intro-wave make-popcorn 'light 'light 'light 3)
- (make-intro-wave make-popcorn 'dark 'dark 'dark 3)
- (make-easy-wave 'light 1)
- (make-easy-wave 'dark 1)
- (make-easy-wave 'light 2)
- (make-easy-wave 'dark 2)
- (make-intro-wave make-pincer 'light 'dark 'light 1.2)
- (make-intro-wave make-pincer 'dark 'light 'dark 1.2)
- (make-medium-wave 'light)
- (make-medium-wave 'dark)
- (make-final-wave)))
-
-(define %default-world
- (make-world #:player %default-player))
-
-
-;;;
;;; Controller
;;;