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hub / github.com/TanTanDev/rusty_demon_attack / update_state_spawning

Method update_state_spawning

src/wave.rs:132–155  ·  view source on GitHub ↗
(
        game_state_spawning: &mut WaveManagerStateSpawning,
        dt: f32,
        enemies: &mut Vec<Enemy>,
        resources: &Resources,
        sound_mixer: &mut SoundMixer,
    )

Source from the content-addressed store, hash-verified

130 }
131
132 fn update_state_spawning(
133 game_state_spawning: &mut WaveManagerStateSpawning,
134 dt: f32,
135 enemies: &mut Vec<Enemy>,
136 resources: &Resources,
137 sound_mixer: &mut SoundMixer,
138 ) -> Option<WaveManagerCommand> {
139 game_state_spawning.spawn_timer += dt;
140 if game_state_spawning.spawn_timer > ENEMY_SPAWN_TIME {
141 game_state_spawning.enemies_left -= 1;
142 game_state_spawning.spawn_timer -= ENEMY_SPAWN_TIME;
143 spawn_enemy(
144 enemies,
145 resources,
146 SpawnBlueprint::Normal,
147 EnemyColor::random(),
148 );
149 resources.play_sound(SoundIdentifier::Spawn, sound_mixer, Volume(0.4f32));
150 }
151 if game_state_spawning.enemies_left <= 0 {
152 return Some(WaveManagerCommand::ChangeState(WaveManagerState::Battle));
153 }
154 None
155 }
156}
157
158pub enum SpawnBlueprint {

Callers

nothing calls this directly

Calls 2

spawn_enemyFunction · 0.85
play_soundMethod · 0.80

Tested by

no test coverage detected