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globals.agc
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/*------------------------------------------------------------------------------*\
Galaga - Arcade game remake
Created by Stefan Wessels.
Copyright (c) 2017 Wessels Consulting Ltd. All rights reserved.
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely.
\*------------------------------------------------------------------------------*/
//------------------------------------------------------------------------------
#constant cAttackDelayTime 0.5
#constant cBreatheTime 2.1
#constant cBugAttackSpeedBase 50.0
#constant cBugAttackSpeedMax 70.0
#constant cBugAttackSpeedWindow 10
#constant cBugTravelSpeed 70.0
#constant cBulletSpeed 130.0 ` distance bullets moves in 1 second
#constant cBulletSpeedEnemy 65.0
#constant cDisplayHeight 100 ` Virtual Resulution (% system)
#constant cDisplayWidth 100
#constant cEnemyExplosionFPS 15.0
#constant cEnemyGunReloadTime 0.1
#constant cFlashTime 0.25
#constant cGridOrientAngle 18
#constant cHoldCopyright 3.0 ` duration to display copyright
#constant cHoldHighScores 5.0 ` duration to display score table
#constant cLeaveGridSpeed 25.0
#constant cMaxBullets 18 ` gSpriteNumbers[IMAGE_BLUE_BULLET] + gSpriteNumbers[IMAGE_RED_BULLET]
#constant cMaxEnemies 48 ` 12/wave * 4waves = 48
#constant cMaxEnemyBullets 14 ` gSpriteNumbers[IMAGE_RED_BULLET]
#constant cNamcoLogoPosX 50 ` centre logo around this x
#constant cNamcoLogoPosY 88 ` position logo at thus in y
#constant cNamcoLogoSizeX 2.8*8.57 ` aspect ratio
#constant cNamcoLogoSizeY 2.8 ` Size of Namco logo text
#constant cNumStars 200 ` sprites in scrolling background
#constant cOriginalCellResolution 8
#constant cOriginalXCells 27 ` Namco version was 27x36
#constant cOriginalXCellsF 27.0
#constant cOriginalYCells 36
#constant cOriginalYCellsF 36.0
#constant cPlayerExplosionFPS 5.0
#constant cPlayerMovementSpeed 41.0
#constant cPlayerCaptureSpeed 31.0
#constant cRepeatDelay 0.25
#constant cRepeatInitialDelay 0.5
#constant cRoomForTitle 0.90 ` Non-mobile use up to this % of MaxDeviceSize
#constant cStarAcceleration 18.0
#constant cStarHeight 30.0/100.0
#constant cStarMaxSpeed 25
#constant cStarWidth 40.0/100.0
#constant cSyncRate 60 ` FPS
#constant cSyncRateMobile 30 ` FPS
#constant cTextSize 2.86 ` Size text to same as Galaga
#constant cTimeToNextStageIcon 0.15
#constant cTimeToReveal 1.0 ` delay when revealing attract text
#constant cTimeToShowLives 4.0
#constant cWalkTime 4.0
#constant cColScaleW 0.50
#constant cColScaleH 0.75
#constant cBeamOpenSpeed 0.3
#constant cBeamHoldDuration 1.5
#constant cCaptureSpinSpeed 360.0
//------------------------------------------------------------------------------
#constant VJ_Stick 1
#constant VB_Fire 1
#constant VB_CoinDrop 2
#constant VB_1P_START 3
#constant VB_2P_START 4
//------------------------------------------------------------------------------
#constant cStateAttractLoop 1
#constant cStateHaveCredit 2
#constant cStatePlayGame 3
// Attracts
#constant cASTitle 1
#constant cASShowValues 2
#constant cASShowCopyright 3
#constant cASShowPlay 4
#constant cASShowScores 5
#constant cASHaveCredit 6
// PlayGame
#constant cPSInitGame 1
#constant cPSStageInit 2
#constant cPSStageIconsInit 3
#constant cPSPreShowField 4
#constant cPSStageIcons 5
#constant cPSPlayerInit 6
#constant cPSPrePlay 7
#constant cPSPlay 8
#constant cPSStageClear 9
#constant cPSPlayerDied 10
#constant cPSHideField 11
#constant cPSNextToPlay 12
#constant cPSShowField 13
#constant cPSShowChallangeResults 14
#constant cPSPlayerGameOver 15
#constant cPSShowGameOverStats 16
#constant cPSHoldGameOverStats 17
#constant cPSHighScore 18
#constant cPSHoldHighScore 19
//------------------------------------------------------------------------------
#constant PLAN_DEAD 0
#constant PLAN_INIT 1
#constant PLAN_ALIVE 2
#constant PLAN_PATH 3
#constant PLAN_GOTO_GRID 4
#constant PLAN_ORIENT 5
#constant PLAN_GRID 6
#constant PLAN_DIVE_AWAY_LAUNCH 7
#constant PLAN_DIVE_AWAY 8
#constant PLAN_DIVE_ATTACK 9
#constant PLAN_DESCEND 10
#constant PLAN_HOME_OR_FULL_CIRCLE 11
#constant PLAN_FLUTTER 12
#constant PLAN_GOTO_BEAM 13
#constant PLAN_BEAM_ACTION 14
//------------------------------------------------------------------------------
#constant BEAM_OFF 0
#constant BEAM_BOSS_SELECTED 1
#constant BEAM_POSITION 2
#constant BEAM_OPENING 3
#constant BEAM_HOLD 4
#constant BEAM_CLOSING 5
#constant CAPTURE_PLAYER_TOUCHED 1
#constant CAPTURE_PLAYER_DISPLAY 2
#constant CAPTURE_PLAYER_SPIN 3
#constant CAPTURE_PLAYER_HOLD 4
#constant CAPTURE_PLAYER_HOME 5
//------------------------------------------------------------------------------
#constant TEXT_1UP 0
#constant TEXT_SCORE1P 1
#constant TEXT_HIGH_SCORE 2
#constant TEXT_20000 3
#constant TEXT_CREDIT 4
#constant TEXT_0 5
#constant TEXT_GALAGA 6
#constant TEXT_DASH_SCORE 7
#constant TEXT_50_100 8
#constant TEXT_80_160 9
#constant TEXT_2UP 10
#constant TEXT_SCORE2P 11
#constant TEXT_COPYRIGHT 12
#constant TEXT_FIGHTER_CAPTURED 13
#constant TEXT_GAME_OVER 14
#constant TEXT_HEROES 15
#constant TEXT_BEST_5 16
#constant TEXT_SCORE 17
#constant TEXT_NAME 18
#constant TEXT_1ST 19
#constant TEXT_2ND 20
#constant TEXT_3RD 21
#constant TEXT_4TH 22
#constant TEXT_5TH 23
#constant TEXT_SCORE_1 24
#constant TEXT_SCORE_2 25
#constant TEXT_SCORE_3 26
#constant TEXT_SCORE_4 27
#constant TEXT_SCORE_5 28
#constant TEXT_N_N 29
#constant TEXT_A_A 30
#constant TEXT_M_M 31
#constant TEXT_C_C 32
#constant TEXT_O_O 33
#constant TEXT_ENTER_INITIALS 34
#constant TEXT_INITIALS_SCORE 35
#constant TEXT_INITIALS_NAME 36
#constant TEXT_INITALS_SCORE_NUM 37
#constant TEXT_INITALS_INITIALS 38
#constant TEXT_TOP_5 39
#constant TEXT_PUSH_START 40
#constant TEXT_1BONUS_FOR 41
#constant TEXT_2BONUS_FOR 42
#constant TEXT_FOR_BONUS 43
#constant TEXT_PLAYER 44
#constant TEXT_PLAYER_NUM 45
#constant TEXT_STAGE 46
#constant TEXT_STAGE_NUM 47
#constant TEXT_CHALLENGING_STAGE 48
#constant TEXT_READY 49
#constant TEXT_RESULTS 50
#constant TEXT_SHOTS_FIRED 51
#constant TEXT_SHOTS_FIRED_NUM 52
#constant TEXT_HIT_MISS_RATIO 53
#constant TEXT_HIT_MISS_RATIO_NUM 54
#constant TEXT_NUMBER_OF_HITS 55
#constant TEXT_NUMBER_OF_HITS_NUM 56
#constant TEXT_BONUS 57
#constant TEXT_BONUS_NUM 58
#constant TEXT_SPECIAL_BONUS 59
#constant TEXT_PERFECT 60
#constant TEXT_END_GAME_TEXT 60
#constant TEXT_RAM_OK 61
#constant TEXT_ROM_OK 62
#constant TEXT_UPRIGHT 63
#constant TEXT_1_COIN_1_CREDIT 64
#constant TEXT_3_FIGHTERS 65
#constant TEXT_RANK_A 66
#constant TEXT_SOUND_00 67
#constant TEXT_1ST_BONUS 68
#constant TEXT_2ND_BONUS 69
#constant TEXT_EVERY_BONUS 70
#constant TEXT_END_ALL_TEXT 70
//------------------------------------------------------------------------------
#constant IMAGE_GALAGA_ATLAS 0
#constant IMAGE_PLAYER 1
#constant IMAGE_PLAYER_CAPTURED 2
#constant IMAGE_ENTERPRISE 3
#constant IMAGE_BOSS_GREEN 4
#constant IMAGE_BOSS_BLUE 5
#constant IMAGE_BUTTERFLY 6
#constant IMAGE_BEE 7
#constant IMAGE_GALAXIAN 8
#constant IMAGE_SCORPION 9
#constant IMAGE_BOSCONIAN 10
#constant IMAGE_DRAGONFLY 11
#constant IMAGE_MOSQUITO 12
#constant IMAGE_PLAYER_EXPLOSION 13
#constant IMAGE_BEAM 14
#constant IMAGE_EXPLOSION 15
#constant IMAGE_BLUE_BULLET 16
#constant IMAGE_RED_BULLET 17
#constant IMAGE_BADGE1 18
#constant IMAGE_BADGE5 19
#constant IMAGE_BADGE10 20
#constant IMAGE_BADGE20 21
#constant IMAGE_BADGE30 22
#constant IMAGE_BADGE50 23
#constant IMAGE_NAMCO 24
#constant IMAGE_1P_START 25
#constant IMAGE_2P_START 26
#constant IMAGE_COIN_DROP 27
#constant IMAGE_FIRE_UP 28
#constant IMAGE_FIRE_DOWN 29
#constant IMAGE_END_ATLAS_IMAGES 29
#constant IMAGE_WHITE_IMAGE 30
#constant IMAGE_FONT 31
#constant IMAGE_END_ALL_IMAGES 31
//------------------------------------------------------------------------------
#constant SOUND_BEAM 0
#constant SOUND_COIN 1
#constant SOUND_DANGER 2
#constant SOUND_DIVE_ATTACK 3
#constant SOUND_HIT_BEE 4
#constant SOUND_HIT_BUTTERFLY 5
#constant SOUND_HIT_BOSS_BLUE 6
#constant SOUND_HIT_BOSS_GREEN 7
#constant SOUND_PLAYER_CAPTURED_SONG 8
#constant SOUND_PLAYER_DIE 9
#constant SOUND_PLAYER_SHOOT 10
#constant SOUND_STAGE_ICON 11
#constant SOUND_START 12
#constant SOUND_HIGHSCORE_LOOP 13
#constant SOUND_HIGHSCORE_END 14
#constant SOUND_CHALLANGE_BONUS 15
#constant SOUND_CHALLANGE_PERFECT 16
#constant SOUND_END_SOUNDS 16
//------------------------------------------------------------------------------
#constant COLOR_WHITE 0
#constant COLOR_ROBIN 1
#constant COLOR_RED 2
#constant COLOR_BLUE 3
#constant COLOR_YELLOW 4
#constant COLOR_END_COLORS 4
//------------------------------------------------------------------------------
type RGBColor
red
green
blue
endtype
type TypeStar
spr
ttl#
ct#
endtype
type Scores
score
name$
endtype
type Object ` generic container for all things that move
spr ` handle to the sprite
isa ` type of enemy this is
positionIndex
plan ` what the object should be doing
nextPlan
attackIndex ` into gAttackers[] when attacking
x# ` x position on screen
y# ` y position on screen
r# ` rotation (angle)
dx#
dy#
pathIndex ` when following a path, which path
pointIndex ` headiong to which point in the path
vx#
vy#
dr#
ir#
distance# ` distantce remaining to next point
shotsToFire
timer#
//attackData ` additional info wrt the attack plan of the enemy
endtype
type Player
ships as object[2] ` Up to 2 ships on-screen
lives ` lives player has in reserve
score ` current player score
stage ` current player stage
stageIconsToShow as integer[]
stageIconsShown as integer[]
attackWave
spawnIndex as integer[2]
kindIndex
stageIndex
spawnActive
enemiesAlive
shotsFired
hits
gridTimer#
gridDir#
gridBreathing
gridYOffset#
endtype
//------------------------------------------------------------------------------
global gStars as TypeStar[] ` stars in scrolling background
global gColors as RGBColor[COLOR_END_COLORS] ` colors for text
global gStrings$ as string[TEXT_END_ALL_TEXT] ` all text strings in game
global gText as integer[TEXT_END_GAME_TEXT] ` handles to text objects
global gStringsColors as integer[TEXT_END_GAME_TEXT] ` pointIndex to color for each text string
global gStringsPosX as float[TEXT_END_GAME_TEXT] ` point where text will be centered around in X
global gStringsPosY as float[TEXT_END_GAME_TEXT] ` point where text will be put in Y
global gImageNames$ as string[IMAGE_END_ATLAS_IMAGES] ` image and subimage names to load
global gImages as integer[IMAGE_END_ALL_IMAGES] ` handles to loaded images
global gSpriteNumbers as integer[IMAGE_END_ATLAS_IMAGES] ` max # of sprites for each type
global gSpriteAnimFrames as integer[IMAGE_END_ATLAS_IMAGES] ` which sprites are animated # > 1
global gSpriteOffsets as integer[IMAGE_END_ATLAS_IMAGES] ` where each class starts in gSprites
global gSpritesUsed as integer[1, IMAGE_END_ATLAS_IMAGES]
global gScoreSheet as integer[1, IMAGE_END_ATLAS_IMAGES]
global gKillSound as integer[IMAGE_END_ATLAS_IMAGES]
global gAttackers as integer[4] ` -1 = empty or # is grid-position
global gMakeBeam
//global gBeamV# as float[1] = [0.0, 0.0, 0.0]
global gBeamSize# as float[4]
global gCapture
global gRotationCount#
global gSprites as integer[] ` list of all sprites - pre-alloc'd
global gSoundNames$ as string[SOUND_END_SOUNDS] ` sound files to load
global gSounds as integer[SOUND_END_SOUNDS] ` handles to sounds
global gRunningEffects as TypeStar[] ` time when an effect should be killed
// TODO - Move path defines up and use them in gPathDataX|Y for size, rather than a number
global gPathDataX as float[16,0]
global gPathDataY as float[16,0]
global gGridTime as float[1]
global gFlashIndex as integer[]
global gScoreIndex as integer[]
global gHighScores as Scores[4] ` score and initials of top 5
global gEntry as Scores
global gEditLetter
global gEditScore
global gEnemiesKilledThisStage
global gEnemies as Object[1, cMaxEnemies] ` storage for all on-screen enemies
global gBullets as Object[cMaxBullets] ` all bullets possible on-screen
global gBulletIndex ` next slot to use for enemy bullet
global gEnemyToArm as integer[12] ` list of spawning enemies that will shoot (max 12 enemies/wave)
global gEnemyToArmIndex = 0 ` walks gEnemyToArm circularly
global gNextExplosion ` cycle through explosion sprites
global gPlayers as Player[1] ` p1 or 2 and the state of their world
global gFlashTimer#
global gQuiescence
global gAttackDelayTimer#
global gBugsAttack
global gNumAttackers
global gBugAttackSpeed#
global gSpawnTimer#
global gSpawnWave
global gNumPlayers
global gCurrentPlayer ` 0 or 1 for which player is active
global gState ` holds the game state from cState...
global gSubState ` Per-state usable extra variable
global gScratch1 ` Generic helper variable (sub-sub state)
global gScratch2 ` Generic helper variable (sub-sub state)
global gDT# ` delta time elapsed each frame to next
global gStarSpeed# ` speed starts scroll at
global gVirtualStick ` true if there's no joystick
global gActualJoyStick ` 0 = none, otherwise the # of the joystick to use
global gDirection ` player input left/nothing/right -1/0/1
global gFire ` bool fire key pressed/not pressed 1/0
global gStart
global gCoinDropped ` true when an add-credits button pressed
global gNumCredits ` coins active in coin slot - always goes to 2
global gRepeatDelay#
global gPrevDirection
global gManagedDir
global gStateTimer# ` time between text displays in attract mode
//------------------------------------------------------------------------------
gColors[COLOR_WHITE].red = 206
gColors[COLOR_WHITE].green = 206
gColors[COLOR_WHITE].blue = 206
gColors[COLOR_ROBIN].red = 16
gColors[COLOR_ROBIN].green = 230
gColors[COLOR_ROBIN].blue = 206
gColors[COLOR_RED].red = 230
gColors[COLOR_RED].green = 16
gColors[COLOR_RED].blue = 16
gColors[COLOR_BLUE].red = 16
gColors[COLOR_BLUE].green = 16
gColors[COLOR_BLUE].blue = 206
gColors[COLOR_YELLOW].red = 230
gColors[COLOR_YELLOW].green = 230
gColors[COLOR_YELLOW].blue = 16
//------------------------------------------------------------------------------
// Text related data
gStrings$ = [
"1UP", ` TEXT_1UP
"", ` TEXT_SCORE1P
"HIGH SCORE", ` TEXT_HIGH_SCORE
"20000", ` TEXT_20000
"CREDIT ", ` TEXT_CREDIT
"0", ` TEXT_0
"GALAGA", ` TEXT_GALAGA
"__ SCORE __", ` TEXT_DASH_SCORE
"50 100", ` TEXT_50_100
"80 160", ` TEXT_80_160
"2UP", ` TEXT_2UP
"00", ` TEXT_SCORE2P
"^ 1981 NAMCO LTD.", ` TEXT_COPYRIGHT
"FIGHTER CAPTURED", ` TEXT_FIGHTER_CAPTURED
"GAME OVER", ` TEXT_GAME_OVER
"THE GALACTIC HEROES", ` TEXT_HEROES
"__ BEST 5 __", ` TEXT_BEST_5
"SCORE", ` TEXT_SCORE
"NAME", ` TEXT_NAME
"1ST", ` TEXT_1ST
"2ND", ` TEXT_2ND
"3RD", ` TEXT_3RD
"4TH", ` TEXT_4TH
"5TH", ` TEXT_5TH
"20000", ` TEXT_SCORE_1
"20000", ` TEXT_SCORE_2
"20000", ` TEXT_SCORE_3
"20000", ` TEXT_SCORE_4
"20000", ` TEXT_SCORE_5
"N.N", ` TEXT_N_N
"A.A", ` TEXT_A_A
"M.M", ` TEXT_M_M
"C.C", ` TEXT_C_C
"O.O", ` TEXT_O_O
"ENTER YOUR INITIALS !", ` TEXT_ENTER_INITIALS
"SCORE", ` TEXT_INITIALS_SCORE
"NAME", ` TEXT_INITIALS_NAME
"20000", ` TEXT_INITALS_SCORE_NUM
"AAA", ` TEXT_INITALS_INITIALS
"TOP 5", ` TEXT_TOP_5
"PUSH START BUTTON", ` TEXT_PUSH_START
"1ST BONUS FOR 20000 PTS", ` TEXT_1BONUS_FOR
"1ST BONUS FOR 70000 PTS", ` TEXT_2BONUS_FOR
"AND FOR EVERY 70000 PTS", ` TEXT_FOR_BONUS
"PLAYER", ` TEXT_PLAYER
"1", ` TEXT_PLAYER_NUM
"STAGE", ` TEXT_STAGE
"1", ` TEXT_STAGE_NUM
"CHALLENGING STAGE", ` TEXT_CHALLENGING_STAGE
"READY", ` TEXT_READY
"_RESULTS_", ` TEXT_RESULTS
"SHOTS FIRED", ` TEXT_SHOTS_FIRED
"0", ` TEXT_SHOTS_FIRED_NUM
"HIT-MISS RATIO", ` TEXT_HIT_MISS_RATIO
"0.0 %", ` TEXT_HIT_MISS_RATIO_NUM
"NUMBER OF HITS", ` TEXT_NUMBER_OF_HITS
"0", ` TEXT_NUMBER_OF_HITS_NUM
"BONUS", ` TEXT_BONUS
"100", ` TEXT_BONUS_NUM
"SPECIAL BONUS 10000 PTS", ` TEXT_SPECIAL_BONUS
"PERFECT !", ` TEXT_PERFECT
"RAM OK", ` TEXT_RAM_OK
"ROM OK", ` TEXT_ROM_OK
"UPRIGHT", ` TEXT_UPRIGHT
"1 COIN 1 CREDIT", ` TEXT_1_COIN_1_CREDIT
"3 FIGHTERS", ` TEXT_3_FIGHTERS
"RANK A", ` TEXT_RANK_A
"SOUND 00", ` TEXT_SOUND_00
"1ST BONUS 20000 PTS", ` TEXT_1ST_BONUS
"1ST BONUS 70000 PTS", ` TEXT_2ND_BONUS
"AND EVERY 70000 PTS"] ` TEXT_EVERY_BONUS
gStringsColors = [
COLOR_RED, ` TEXT_1UP
COLOR_WHITE, ` TEXT_SCORE1P
COLOR_RED, ` TEXT_HIGH_SCORE
COLOR_WHITE, ` TEXT_20000
COLOR_WHITE, ` TEXT_CREDIT
COLOR_WHITE, ` TEXT_0
COLOR_ROBIN, ` TEXT_GALAGA
COLOR_ROBIN, ` TEXT_DASH_SCORE
COLOR_ROBIN, ` TEXT_50_100
COLOR_ROBIN, ` TEXT_80_160
COLOR_RED, ` TEXT_2UP
COLOR_WHITE, ` TEXT_SCORE2P
COLOR_WHITE, ` TEXT_COPYRIGHT
COLOR_RED, ` TEXT_FIGHTER_CAPTURED
COLOR_ROBIN, ` TEXT_GAME_OVER
COLOR_BLUE, ` TEXT_HEROES
COLOR_RED, ` TEXT_BEST_5
COLOR_ROBIN, ` TEXT_SCORE
COLOR_ROBIN, ` TEXT_NAME
COLOR_ROBIN, ` TEXT_1ST
COLOR_ROBIN, ` TEXT_2ND
COLOR_ROBIN, ` TEXT_3RD
COLOR_ROBIN, ` TEXT_4TH
COLOR_ROBIN, ` TEXT_5TH
COLOR_ROBIN, ` TEXT_SCORE_1
COLOR_ROBIN, ` TEXT_SCORE_2
COLOR_ROBIN, ` TEXT_SCORE_3
COLOR_ROBIN, ` TEXT_SCORE_4
COLOR_ROBIN, ` TEXT_SCORE_5
COLOR_ROBIN, ` TEXT_N_N
COLOR_ROBIN, ` TEXT_A_A
COLOR_ROBIN, ` TEXT_M_M
COLOR_ROBIN, ` TEXT_C_C
COLOR_ROBIN, ` TEXT_O_O
COLOR_RED, ` TEXT_ENTER_INITIALS
COLOR_ROBIN, ` TEXT_INITIALS_SCORE
COLOR_ROBIN, ` TEXT_INITIALS_NAME
COLOR_ROBIN, ` TEXT_INITALS_SCORE_NUM
COLOR_ROBIN, ` TEXT_INITALS_INITIALS
COLOR_RED, ` TEXT_TOP_5
COLOR_ROBIN, ` TEXT_PUSH_START
COLOR_YELLOW, ` TEXT_1BONUS_FOR
COLOR_YELLOW, ` TEXT_2BONUS_FOR
COLOR_YELLOW, ` TEXT_FOR_BONUS
COLOR_ROBIN, ` TEXT_PLAYER
COLOR_ROBIN, ` TEXT_PLAYER_NUM
COLOR_ROBIN, ` TEXT_STAGE
COLOR_ROBIN, ` TEXT_STAGE_NUM
COLOR_ROBIN, ` TEXT_CHALLENGING_STAGE
COLOR_ROBIN, ` TEXT_READY
COLOR_RED, ` TEXT_RESULTS
COLOR_YELLOW, ` TEXT_SHOTS_FIRED
COLOR_YELLOW, ` TEXT_SHOTS_FIRED_NUM
COLOR_WHITE, ` TEXT_HIT_MISS_RATIO
COLOR_WHITE, ` TEXT_HIT_MISS_RATIO_NUM
COLOR_YELLOW, ` TEXT_NUMBER_OF_HITS
COLOR_YELLOW, ` TEXT_NUMBER_OF_HITS_NUM
COLOR_ROBIN, ` TEXT_BONUS
COLOR_ROBIN, ` TEXT_BONUS_NUM
COLOR_YELLOW, ` TEXT_SPECIAL_BONUS
COLOR_RED] ` TEXT_PERFECT
// Centre text around this point if negative, otherwise position text at the point
gStringsPosX = [
7.50 , ` TEXT_1UP
-3.00, ` TEXT_SCORE1P
32.50, ` TEXT_HIGH_SCORE
43.00, ` TEXT_20000
3.75 , ` TEXT_CREDIT
28.90, ` TEXT_0
39.50, ` TEXT_GALAGA
28.50, ` TEXT_DASH_SCORE
43.00, ` TEXT_50_100
43.00, ` TEXT_80_160
82.50, ` TEXT_2UP
71.75, ` TEXT_SCORE2P
21.00, ` TEXT_COPYRIGHT
20.50, ` TEXT_FIGHTER_CAPTURED
36.00, ` TEXT_GAME_OVER
15.00, ` TEXT_HEROES
25.00, ` TEXT_BEST_5
32.25, ` TEXT_SCORE
68.25, ` TEXT_NAME
11.50, ` TEXT_1ST
11.50, ` TEXT_2ND
11.50, ` TEXT_3RD
11.50, ` TEXT_4TH
11.50, ` TEXT_5TH
25.15, ` TEXT_SCORE_1
25.15, ` TEXT_SCORE_2
25.15, ` TEXT_SCORE_3
25.15, ` TEXT_SCORE_4
25.15, ` TEXT_SCORE_5
71.50, ` TEXT_N_N
71.50, ` TEXT_A_A
71.50, ` TEXT_M_M
71.50, ` TEXT_C_C
71.50, ` TEXT_O_O
15.00, ` TEXT_ENTER_INITIALS
22.00, ` TEXT_INITIALS_SCORE
64.50, ` TEXT_INITIALS_NAME
18.45, ` TEXT_INITALS_SCORE_NUM
68.00, ` TEXT_INITALS_INITIALS
40.00, ` TEXT_TOP_5
21.50, ` TEXT_PUSH_START
14.50, ` TEXT_1BONUS_FOR
14.50, ` TEXT_2BONUS_FOR
14.50, ` TEXT_FOR_BONUS
0.00, ` TEXT_PLAYER
0.00, ` TEXT_PLAYER_NUM
36.00, ` TEXT_STAGE
58.00, ` TEXT_STAGE_NUM
18.00, ` TEXT_CHALLENGING_STAGE
36.00, ` TEXT_READY
32.00, ` TEXT_RESULTS
14.50, ` TEXT_SHOTS_FIRED
72.00, ` TEXT_SHOTS_FIRED_NUM
14.50, ` TEXT_HIT_MISS_RATIO
72.00, ` TEXT_HIT_MISS_RATIO_NUM
0.00, ` TEXT_NUMBER_OF_HITS
0.00, ` TEXT_NUMBER_OF_HITS_NUM
29.00, ` TEXT_BONUS
54.00, ` TEXT_BONUS_NUM
50 , ` TEXT_SPECIAL_BONUS
50] ` TEXT_PERFECT
// Put text at this point
gStringsPosY = [
0.00 , ` TEXT_1UP
3.00 , ` TEXT_SCORE1P
0.00 , ` TEXT_HIGH_SCORE
3.00 , ` TEXT_20000
97.00, ` TEXT_CREDIT
97.00, ` TEXT_0
11.00, ` TEXT_GALAGA
19.50, ` TEXT_DASH_SCORE
27.50, ` TEXT_50_100
33.00, ` TEXT_80_160
0.00 , ` TEXT_2UP
3.00 , ` TEXT_SCORE2P
80.50, ` TEXT_COPYRIGHT
52.50, ` TEXT_FIGHTER_CAPTURED
50.00, ` TEXT_GAME_OVER
19.50, ` TEXT_HEROES
39.00, ` TEXT_BEST_5
55.50, ` TEXT_SCORE
55.50, ` TEXT_NAME
61.00, ` TEXT_1ST
66.50, ` TEXT_2ND
72.00, ` TEXT_3RD
77.50, ` TEXT_4TH
83.00, ` TEXT_5TH
61.00, ` TEXT_SCORE_1
66.50, ` TEXT_SCORE_2
72.00, ` TEXT_SCORE_3
77.50, ` TEXT_SCORE_4
83.00, ` TEXT_SCORE_5
61.00, ` TEXT_N_N
66.50, ` TEXT_A_A
72.00, ` TEXT_M_M
77.50, ` TEXT_C_C
83.00, ` TEXT_O_O
16.00, ` TEXT_ENTER_INITIALS
25.00, ` TEXT_INITIALS_SCORE
25.00, ` TEXT_INITIALS_NAME
30.00, ` TEXT_INITALS_SCORE_NUM
30.00, ` TEXT_INITALS_INITIALS
50.00, ` TEXT_TOP_5
36.00, ` TEXT_PUSH_START
47.00, ` TEXT_1BONUS_FOR
55.50, ` TEXT_2BONUS_FOR
64.00, ` TEXT_FOR_BONUS
47.00, ` TEXT_PLAYER
47.00, ` TEXT_PLAYER_NUM
50.00, ` TEXT_STAGE
50.00, ` TEXT_STAGE_NUM
50.00, ` TEXT_CHALLENGING_STAGE
50.00, ` TEXT_READY
47.00, ` TEXT_RESULTS
55.50, ` TEXT_SHOTS_FIRED
55.50, ` TEXT_SHOTS_FIRED_NUM
72.50, ` TEXT_HIT_MISS_RATIO
72.50, ` TEXT_HIT_MISS_RATIO_NUM
64.00, ` TEXT_NUMBER_OF_HITS
64.00, ` TEXT_NUMBER_OF_HITS_NUM
58.00, ` TEXT_BONUS
58.00, ` TEXT_BONUS_NUM
70 , ` TEXT_SPECIAL_BONUS
50 ] ` TEXT_PERFECT
//------------------------------------------------------------------------------
// Images
gImageNames$ = [
"galaga.png", ` IMAGE_GALAGA_ATLAS
"player", ` IMAGE_PLAYER
"player_captured", ` IMAGE_PLAYER_CAPTURED
"enterprise", ` IMAGE_ENTERPRISE
"commander_green", ` IMAGE_BOSS_GREEN
"commander_blue", ` IMAGE_BOSS_BLUE
"butterfly", ` IMAGE_BUTTERFLY
"bee_yellow", ` IMAGE_BEE
"wasp", ` IMAGE_GALAXIAN
"scorpion", ` IMAGE_SCORPION
"stingray", ` IMAGE_BOSCONIAN
"dragonfly", ` IMAGE_DRAGONFLY
"deathmite", ` IMAGE_MOSQUITO
"player_explosion", ` IMAGE_PLAYER_EXPLOSION
"beam", ` IMAGE_BEAM
"explosion", ` IMAGE_EXPLOSION
"blue_bullet", ` IMAGE_BLUE_BULLET
"red_bullet", ` IMAGE_RED_BULLET
"badge1", ` IMAGE_BADGE1
"badge5", ` IMAGE_BADGE5
"badge10", ` IMAGE_BADGE10
"badge20", ` IMAGE_BADGE20
"badge30", ` IMAGE_BADGE30
"badge50", ` IMAGE_BADGE50
"namco", ` IMAGE_NAMCO
"1p-start", ` IMAGE_1P_START
"2p-start", ` IMAGE_2P_START
"coin-drop", ` IMAGE_COIN_DROP
"fire-up", ` IMAGE_FIRE_UP
"fire-down"] ` IMAGE_FIRE_DOWN
//------------------------------------------------------------------------------
// Number of sprites needed for each image type
// TODO: Fix these numbers so that BUT and BEE have just the right numbers
gSpriteNumbers = [
0 , ` IMAGE_GALAGA_ATLAS
17, ` IMAGE_PLAYER - 15 lives + 2 in use
1 , ` IMAGE_PLAYER_CAPTURED
36, ` IMAGE_ENTERPRISE
6 , ` IMAGE_BOSS_GREEN
6 , ` IMAGE_BOSS_BLUE
// TODO - Check these values for gSpriteNumbers - they are made up
36, ` IMAGE_BUTTERFLY : 9*4=36 (chlngs = 10 waves @ 4/wave, 1 wave is cmndr green)
36, ` IMAGE_BEE
36, ` IMAGE_GALAXIAN
36, ` IMAGE_SCORPION
16, ` IMAGE_BOSCONIAN
36, ` IMAGE_DRAGONFLY
36, ` IMAGE_MOSQUITO
1 , ` IMAGE_PLAYER_EXPLOSION
1 , ` IMAGE_BEAM
4 , ` IMAGE_EXPLOSION
4 , ` IMAGE_BLUE_BULLET
cMaxEnemyBullets, ` IMAGE_RED_BULLET
4 , ` IMAGE_BADGE1
1 , ` IMAGE_BADGE5
1 , ` IMAGE_BADGE10
1 , ` IMAGE_BADGE20
1 , ` IMAGE_BADGE30
5 , ` IMAGE_BADGE50
1 , ` IMAGE_NAMCO
1 , ` IMAGE_1P_START
1 , ` IMAGE_2P_START
1 , ` IMAGE_COIN_DROP
1 , ` IMAGE_FIRE_UP
1] ` IMAGE_FIRE_DOWN
// Number of animation frames each image has (0=1 frame not animated)
gSpriteAnimFrames = [
0, ` IMAGE_GALAGA_ATLAS
0, ` IMAGE_PLAYER
0, ` IMAGE_PLAYER_CAPTURED
0, ` IMAGE_ENTERPRISE
2, ` IMAGE_BOSS_GREEN
2, ` IMAGE_BOSS_BLUE
2, ` IMAGE_BUTTERFLY
2, ` IMAGE_BEE
0, ` IMAGE_GALAXIAN
0, ` IMAGE_SCORPION
0, ` IMAGE_BOSCONIAN
0, ` IMAGE_DRAGONFLY
3, ` IMAGE_MOSQUITO
4, ` IMAGE_PLAYER_EXPLOSION
3, ` IMAGE_BEAM
5, ` IMAGE_EXPLOSION
0, ` IMAGE_BLUE_BULLET
0, ` IMAGE_RED_BULLET
0, ` IMAGE_BADGE1
0, ` IMAGE_BADGE5
0, ` IMAGE_BADGE10
0, ` IMAGE_BADGE20
0, ` IMAGE_BADGE30
0, ` IMAGE_BADGE50
0, ` IMAGE_NAMCO
0, ` IMAGE_1P_START
0, ` IMAGE_2P_START
0, ` IMAGE_COIN_DROP
0, ` IMAGE_FIRE_UP
0] ` IMAGE_FIRE_DOWN
//------------------------------------------------------------------------------
// Sound data
gSoundNames$ = [
"beam.wav", ` SOUND_BEAM
"coin.wav", ` SOUND_COIN
"danger.wav", ` SOUND_DANGER
"dive-attack.wav", ` SOUND_DIVE_ATTACK
"hit-bee.wav", ` SOUND_HIT_BEE
"hit-butterfly.wav", ` SOUND_HIT_BUTTERFLY
"hit-commander-blue.wav", ` SOUND_HIT_BOSS_BLUE
"hit-commander-green.wav", ` SOUND_HIT_BOSS_GREEN
"player-captured-song.wav", ` SOUND_PLAYER_CAPTURED_SONG
"player-die.wav", ` SOUND_PLAYER_DIE
"player-shoot.wav", ` SOUND_PLAYER_SHOOT
"stage-icon.wav", ` SOUND_STAGE_ICON
"start.wav", ` SOUND_START
"highscore-loop.wav", ` SOUND_HIGHSCORE_LOOP
"highscore-end.wav", ` SOUND_HIGHSCORE_END
"challange-bonus-tune.wav", ` SOUND_CHALLANGE_BONUS
"challange-perfect.wav"] ` SOUND_CHALLANGE_PERFECT
gKillSound[IMAGE_PLAYER] = SOUND_PLAYER_DIE
gKillSound[IMAGE_PLAYER_CAPTURED] = SOUND_PLAYER_DIE
gKillSound[IMAGE_ENTERPRISE] = SOUND_HIT_BEE
gKillSound[IMAGE_BOSS_GREEN] = SOUND_HIT_BOSS_GREEN
gKillSound[IMAGE_BOSS_BLUE] = SOUND_HIT_BOSS_BLUE
gKillSound[IMAGE_BUTTERFLY] = SOUND_HIT_BUTTERFLY
gKillSound[IMAGE_BEE] = SOUND_HIT_BEE
gKillSound[IMAGE_GALAXIAN] = SOUND_HIT_BEE
gKillSound[IMAGE_SCORPION] = SOUND_HIT_BEE
gKillSound[IMAGE_BOSCONIAN] = SOUND_HIT_BEE
gKillSound[IMAGE_DRAGONFLY] = SOUND_HIT_BEE
gKillSound[IMAGE_MOSQUITO] = SOUND_HIT_BEE
//------------------------------------------------------------------------------
// Spawn and path data
// The points for motion on a path. Each path has a "mirror path" which is
// derived from the path data here so path indicies are 2x the indicies in the array.
// Odd numbered indicies indicate derived mirror paths
#constant aPath_Top_Single 0
#constant aPath_Top_Double_Left 1
#constant aPath_Top_Double_Right 2
#constant aPath_Bottom_Single 3
#constant aPath_Bottom_Double_Out 4
#constant aPath_Bottom_Double_In 5
#constant aPath_Challange_1_1 6
#constant aPath_Challange_1_2 7
#constant aPath_Challange_2_1 8
#constant aPath_Challange_2_2 9
#constant aPath_Challange_3_1 10
#constant aPath_Challange_3_2 11
#constant aPath_Launch 12
#constant aPath_Bee_Attack 13
#constant aPath_Bee_Bottom_Circle 14
#constant aPath_Bee_Top_Circle 15
#constant aPath_Butterfly_Attack 16
#constant PATH_TOP_SINGLE 0
#constant PATH_TOP_SINGLE_MIR 1
#constant PATH_TOP_DOUBLE_LEFT 2
#constant PATH_TOP_DOUBLE_LEFT_MIR 3
#constant PATH_TOP_DOUBLE_RIGHT 4
#constant PATH_TOP_DOUBLE_RIGHT_MIR 5
#constant PATH_BOTTOM_SINGLE 6
#constant PATH_BOTTOM_SINGLE_MIR 7
#constant PATH_BOTTOM_DOUBLE_OUT 8
#constant PATH_BOTTOM_DOUBLE_OUT_MIR 9
#constant PATH_BOTTOM_DOUBLE_IN 10
#constant PATH_BOTTOM_DOUBLE_IN_MIR 11
#constant PATH_CHALLANGE_1_1 12
#constant PATH_CHALLANGE_1_1_MIR 13
#constant PATH_CHALLANGE_1_2 14
#constant PATH_CHALLANGE_1_2_MIR 15
#constant PATH_CHALLANGE_2_1 16
#constant PATH_CHALLANGE_2_1_MIR 17
#constant PATH_CHALLANGE_2_2 18
#constant PATH_CHALLANGE_2_2_MIR 19
#constant PATH_CHALLANGE_3_1 20
#constant PATH_CHALLANGE_3_1_MIR 21
#constant PATH_CHALLANGE_3_2 22
#constant PATH_CHALLANGE_3_2_MIR 23
#constant PATH_LAUNCH 24
#constant PATH_LAUNCH_MIR 25
#constant PATH_BEE_ATTACK 26
#constant PATH_BEE_ATTACK_MIR 27
#constant PATH_BEE_BOTTOM_CIRCLE 28
#constant PATH_BEE_BOTTOM_CIRCLE_MIR 29
#constant PATH_BEE_TOP_CIRCLE 30
#constant PATH_BEE_TOP_CIRCLE_MIR 31
#constant PATH_BUTTERFLY_ATTACK 32
#constant PATH_BUTTERFLY_ATTACK_MIR 33
// TODO: - Use path defines here for sizes
global gStartPathX as float[aPath_Challange_3_2]
global gStartPathY as float[aPath_Challange_3_2]
gStartPathX[aPath_Top_Single] = 56.14
gStartPathY[aPath_Top_Single] = 3.30
gStartPathX[aPath_Top_Double_Left] = 56.27
gStartPathY[aPath_Top_Double_Left] = 3.30
gStartPathX[aPath_Top_Double_Right] = 63.52
gStartPathY[aPath_Top_Double_Right] = 3.30
gStartPathX[aPath_Bottom_Single] = -3.00
gStartPathY[aPath_Bottom_Single] = 87.20
gStartPathX[aPath_Bottom_Double_Out] = -3.00
gStartPathY[aPath_Bottom_Double_Out] = 87.20
gStartPathX[aPath_Bottom_Double_In] = -3.00
gStartPathY[aPath_Bottom_Double_In] = 81.47
gStartPathX[aPath_Challange_1_1] = 41.91
gStartPathY[aPath_Challange_1_1] = 3.30
gStartPathX[aPath_Challange_1_2] = -3.00
gStartPathY[aPath_Challange_1_2] = 87.48
gStartPathX[aPath_Challange_2_1] = 42.00
gStartPathY[aPath_Challange_2_1] = 3.30
gStartPathX[aPath_Challange_2_2] = -3.00
gStartPathY[aPath_Challange_2_2] = 86.50
gStartPathX[aPath_Challange_3_1] = 42.60
gStartPathY[aPath_Challange_3_1] = 3.30
gStartPathX[aPath_Challange_3_2] = -3.00
gStartPathY[aPath_Challange_3_2] = 86.50
gPathDataX[aPath_Top_Single] = [ 0.00, -1.09, -2.92, -38.68, -2.07, 0.13, 1.30, 1.94, 4.78, 1.82, 5.82, 2.84, 2.98, 1.68, 3.49, 0.13]
gPathDataY[aPath_Top_Single] = [ 4.57, 3.60, 3.95, 30.55, 3.21, 3.00, 3.49, 2.14, 2.71, 1.07, 0.10, -1.17, -1.55, -1.45, -4.08, -1.55]
gPathDataX[aPath_Top_Double_Left] = [ 0.00, -1.68, -3.75, -41.27, -3.36, -0.91, 0.00, 1.82, 9.18, 7.24, 5.57, 9.44, 6.08, 3.36]
gPathDataY[aPath_Top_Double_Left] = [ 3.78, 4.85, 5.63, 29.77, 4.95, 2.33, 4.26, 2.72, 7.86, 3.00, 0.29, -3.58, -5.14, -4.85]
gPathDataX[aPath_Top_Double_Right] = [ 0.00, -0.13, -1.68, -3.75, -43.60, -0.91, -0.13, 0.91, 1.94, 4.27, 4.40, 4.53, 6.34, 3.49, 1.03]
gPathDataY[aPath_Top_Double_Right] = [ 3.00, 2.33, 4.08, 5.62, 33.08, 1.94, 1.35, 3.59, 2.72, 2.81, 1.36, 0.39, -3.01, -4.75, -2.72]
gPathDataX[aPath_Bottom_Single] = [ 3.13, 2.59, 4.52, 9.06, 12.94, 8.53, 3.24, 0.00, -1.15, -3.14, -4.29, -4.29, -3.14, -1.15, 1.15, 3.14, 4.29, 4.29, 3.14, 1.15]
gPathDataY[aPath_Bottom_Single] = [ 0.00, -0.68, -1.46, -4.75, -8.73, -7.27, -6.99, -3.49, -3.38, -2.47, -0.90, 0.90, 2.47, 3.38, 3.38, 2.47, 0.90, -0.90, -2.47, -3.38]// Corrected
gPathDataX[aPath_Bottom_Double_Out] = [ 6.75, 15.40, 11.51, 10.09, 9.44, 1.69, 0.00, -2.01, -5.49, -7.50, -7.50, -5.49, -2.01, 2.01, 5.49, 7.50, 7.50, 5.49, 2.01]
gPathDataY[aPath_Bottom_Double_Out] = [ 0.00, -4.17, -5.53, -6.89, -8.44, -5.43, -2.13, -5.25, -3.84, -1.41, 1.41, 3.84, 5.25, 5.25, 3.84, 1.41, -1.41, -3.84, -5.25]// Corrected
gPathDataX[aPath_Bottom_Double_In] = [ 6.88, 15.40, 11.51, 9.70, 4.40, 0.00,-1.21, -3.29, -4.50, -4.50, -3.29, -1.21, 1.21, 3.29, 4.50, 4.50, 3.29, 1.21]
gPathDataY[aPath_Bottom_Double_In] = [ 0.00, -4.17, -5.53, -7.17, -6.02, -3.97,-3.38, -2.47, -0.90, 0.90, 2.47, 3.38, 3.38, 2.47, 0.90, -0.90, -2.47, -3.38]// Corrected
gPathDataX[aPath_Challange_1_1] = [ 0.39, 6.73, 10.35, 2.20, 4.01, 4.40, 4.01, 3.88, 3.75, 3.23, 2.33, 0.00, -1.03, -2.20, -2.46, -5.17, -6.73, -72.60]
gPathDataY[aPath_Challange_1_1] = [27.35, 22.79, 19.89, 3.39, 2.04, 1.94, 0.68, -1.07, -2.04, -3.10, -3.59, -3.59, -2.13, -2.52, -1.46, -2.52, -1.55, -29.51]
gPathDataX[aPath_Challange_1_2] = [ 8.82, 8.15, 5.43, 7.90, 5.43, 8.15, 8.80, 6.59, 6.21, 3.37, 0.00, -4.01, -2.72, -2.20, -2.72, -2.19, -0.39, 0.90, 2.20, 1.81, 2.72, 1.81, 41.94]
gPathDataY[aPath_Challange_1_2] = [-0.57, -1.36, -1.17, -2.23, -1.94, -4.07, -4.66, -4.07, -4.27, -4.07, -24.83, -2.81, -0.97, 0.19, 2.04, 2.62, 1.94, 20.85, 1.84, 1.26, 0.58, 0.49, -40.49]
gPathDataX[aPath_Challange_2_1] = [-0.02, 0.12, 1.23, 1.36, 5.93, 1.97, 0.06, 0.05, -2.08, -5.93, -1.36, -1.23, -0.12]
gPathDataY[aPath_Challange_2_1] = [ 2.53, 14.36, 15.74, 2.68, 17.22, 3.61, 0.00, -0.04, -3.57, -17.22, -2.68, -15.74, -14.36]
gPathDataX[aPath_Challange_2_2] = [53.00, 9.67, 9.01, 7.74, 5.94, 3.73, 1.27, -1.27, -3.73, -5.94, -7.74, -9.01, -9.67, -9.67, -9.01, -7.74, -5.94, -3.73, -1.27, 1.27, 3.73, 5.94, 7.74, 9.01, 9.67, 53.00]// Corrected
gPathDataY[aPath_Challange_2_2] = [ 0.00, -0.95, -2.80, -4.45, -5.80, -6.76, -7.25, -7.25, -6.76, -5.80, -4.45, -2.80, -0.95, 0.95, 2.80, 4.45, 5.80, 6.76, 7.25, 7.25, 6.76, 5.80, 4.45, 2.80, 0.95, 0.00]// Corrected
gPathDataX[aPath_Challange_3_1] = [0.00, -1.93, -2.06, -3.09, -8.24, -22.39, -3.22, 0.00, 0.90, 2.58, 2.19, 17.89, 6.30, 6.18, 2.32, 2.05, 1.94, 0.00]
gPathDataY[aPath_Challange_3_1] = [40.18, 2.70, 3.19, 3.58, 6.76, 11.50, 1.54, -1.54, -1.55, 0.20, 0.28, -8.59, -4.84, -4.92, -3.29, -3.57, -5.12, -43.11]
gPathDataX[aPath_Challange_3_2] = [37.11, 0.64, 0.00, -0.52, -0.51, -5.41, -5.79, -4.12, -9.39, -2.45, -1.03, 0.13, 1.42, 4.25, 4.63, 5.53, 5.41, 5.79, 5.02, 2.06, 3.86, 0.39, 0.00, 0.05, 0.05, 56.28]
gPathDataY[aPath_Challange_3_2] = [0.00, 0.00, 0.00, 0.00, 0.00, 0.00, -1.48, -2.31, -7.54, -3.29, -4.05, -9.96, -10.04, -12.18, -5.51, -4.83, -2.80, -1.25, -0.10, 1.06, 3.96, 3.39, 26.57, 0.05, 0.00, 0.00]
gPathDataX[aPath_Launch] = [-0.67, -1.83, -2.50, -2.50, -1.83, -0.67]
gPathDataY[aPath_Launch] = [-2.50, -1.83, -0.67, 0.67, 1.83, 2.50]
gPathDataX[aPath_Bee_Attack] = [ 1.55, 42.30, 8.67, 4.53, 5.17]
gPathDataY[aPath_Bee_Attack] = [ 1.45, 12.22, 6.40, 5.92, 6.77]
gPathDataX[aPath_Bee_Bottom_Circle] = [-2.34, -6.41, -8.75, -8.75, -6.41, -2.34]
gPathDataY[aPath_Bee_Bottom_Circle] = [ 6.56, 4.80, 1.76, -1.76, -4.80, -6.56] // Corrected
gPathDataX[aPath_Bee_Top_Circle] = [-2.34, -6.40, -8.75, -8.75, -6.40, -2.34]
gPathDataY[aPath_Bee_Top_Circle] = [-6.56, -4.80, -1.76, 1.76, 4.80, 6.56] // Corrected
gPathDataX[aPath_Butterfly_Attack] = [ 2.46, 31.35, 6.99, 2.33, 0]
gPathDataY[aPath_Butterfly_Attack] = [ 2.53, 13.8, 6.02, 3.31, 4.56]
global gSpawnOrder as integer[4,1,7] // wave, enemy # in wave
gSpawnOrder[0,0] = [ 7, 8, 15, 16]
gSpawnOrder[1,0] = [ 0, 1, 2, 3]
gSpawnOrder[2,0] = [ 10, 18, 4, 12]
gSpawnOrder[3,0] = [ 26, 36, 22, 32]
gSpawnOrder[4,0] = [ 20, 30, 28, 38]
gSpawnOrder[0,1] = [ 24, 25, 34, 35]
gSpawnOrder[1,1] = [ 6, 9, 14, 17]
gSpawnOrder[2,1] = [ 11, 19, 5, 13]
gSpawnOrder[3,1] = [ 27, 37, 23, 33]
gSpawnOrder[4,1] = [ 21, 31, 29, 39]