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|
function drawVirusFight2()
drawDesktop()
floatingShotgun()
drawBullets()
drawVirus2()
drawAntivirusFight()
drawPopups()
love.graphics.print(#v2.sg)
if v2.fightStart == true then
v2.fightTimer = v2.fightTimer + delta
v2.c.money = v2.c.money + delta*(#v2.pop.p+1)
v2.attackNextTimer = v2.attackNextTimer + delta
v2.attackTimer = v2.attackTimer - delta
if v2.c.health <= 40 and v2.currentAttack ~= "shotgunRow" and v2.currentAttack ~= "shotgun" then
v2.shotgunTimer = v2.shotgunTimer - delta
end
end
if v2.c.health <= 40 and v2.shotgunTimer <= 0 then
v2FireShotgun()
v2.shotgunTimer = math.random(15,25)/di
end
if v2.currentAttack == "first" then
v2FirstAttack()
elseif v2.currentAttack == "rShotgun" then
v2RandomShotgunAttack()
elseif v2.currentAttack == "shotgunRow" then
v2ShotgunRowAttack()
elseif v2.currentAttack == "popup" then
v2PopupAttack()
elseif v2.currentAttack == "popupShotgun" then
v2ShotgunPopupAttack()
elseif v2.currentAttack == "shotgunBundle" then
shotgunBundleAttack()
elseif v2.currentAttack == "shotgunWheel" then
shotgunWheelAttack()
elseif v2.currentAttack == "shotgunFast" then
superFastShotgunAttack()
elseif v2.currentAttack == "shotgun" then
v2ShotgunAttack()
elseif v2.currentAttack == "shotgunSpiral" then
shotgunSpiralAttack()
elseif v2.currentAttack == "centerShotgun" then
centerShotgunAttack()
elseif v2.currentAttack == "assholeShotgun" then
assholeShotgunAttack()
elseif v2.currentAttack == "targetShotgun" then
targetShotgunAttack()
end
if v2.nextAttack <= v2.attackNextTimer then
local na = math.random(1,12)
if na == 1 then
v2.currentAttack = "rShotgun"
elseif na == 2 then
v2.currentAttack = "shotgunRow"
elseif na == 3 then
v2.currentAttack = "popup"
elseif na == 4 then
v2.currentAttack = "popupShotgun"
elseif na == 5 then
v2.currentAttack = "shotgunBundle"
elseif na == 6 then
v2.currentAttack = "shotgunWheel"
elseif na == 7 then
v2.currentAttack = "shotgunFast"
elseif na == 8 then
v2.currentAttack = "shotgun"
elseif na == 9 then
v2.currentAttack = "shotgunSpiral"
elseif na == 10 then
v2.currentAttack = "centerShotgun"
elseif na == 11 then
v2.currentAttack = "assholeShotgun"
elseif na == 12 then
v2.currentAttack = "targetShotgun"
end
v2.nextAttack = math.random(5,15)
if na == 3 or na == 4 then
v2.nextAttack = 5
end
v2.attackNextTimer = 0
end
if v2.fightTimer >= v2.popupTimer then
v2.popupTimer = v2.popupTimer + math.random(20,40)/di
addPopup(true)
end
if v2.popshoty < sys.h+1000 then
if v2.popshots == false then
v2.c.fire:play()
v2.popshots = true
end
love.graphics.setColor(256,256,256)
love.graphics.draw(v2.popshot, v2.popshotx+math.random(-v2.popshotsh,v2.popshotsh),
v2.popshoty+math.random(-v2.popshotsh,v2.popshotsh), v2.popshotr+math.rad(math.random(-v2.popshotsh,v2.popshotsh)), 1, 1, 300, 200)
if v2.popshotsh > 0 then
v2.popshotsh = v2.popshotsh - 0.5*sys.s
end
v2.popshoty = v2.popshoty + v2.popshotm*sys.s
v2.popshotm = v2.popshotm + 0.75*sys.s
v2.popshotr = v2.popshotr + math.rad(1*sys.s)
if v2.explodeFrame <= 89 then
love.graphics.setColor(255,255,255)
love.graphics.draw(expl.pic, expl.frames[math.floor(v2.explodeFrame)], sys.w/2, sys.h/2, 0, 2.5, 2.5, 320/2,240/2)
v2.explodeFrame = v2.explodeFrame + 1*sys.s
v1.explosionSound:play()
end
end
if start.o == true then
drawMenu()
end
if start.o == true and sys.mouse.p.p == true and sys.mouse.p.x > 255 or sys.mouse.p.y < sys.h-380 then
start.o = false
end
drawStart()
if v2.c.chat.msgs == 1 or v2.c.chat.msgs == 6 then
v2.c.xd = sys.w/2
v2.c.yd = sys.h/3
if v2.c.chat.msgs == 6 then
v2.c.handp = "fist"
elseif v2.c.chat.msgs == 1 then
v2.c.handp = "gunfront"
end
elseif v2.c.chat.msgs == 2 then
v2.c.xd = sys.w/3
v2.c.yd = sys.h/1.7
v2.c.handp = "gunup"
elseif v2.c.chat.msgs == 3 then
v2.c.xd = sys.w/3
v2.c.yd = sys.h/3
v2.c.handp = "idle"
elseif v2.c.chat.msgs == 4 then
v2.c.xd = sys.w/1.7
v2.c.yd = sys.h/1.7
elseif v2.c.chat.msgs == 5 then
v2.c.xd = sys.w/2
v2.c.yd = sys.h/2
win[4].x = sys.w/2
win[4].y = sys.h-sys.h/4
elseif v2.c.chat.msgs == 10 then
v2.c.xd = sys.w/2
v2.c.yd = sys.h/2
v2.c.handp = "gunidle"
if v2.c.cockgunplay == false then
v2.c.cockgun:play()
v2.c.cockgunplay = true
end
elseif v2.c.chat.msgs == 11 then
v2.c.handp = "spread"
elseif v2.c.chat.msgs == 12 then
v2.c.handp = "fist"
elseif v2.c.chat.msgs == 14 then
v2.c.handp = "idle"
elseif v2.c.chat.msgs == 19 then
v2.c.xd = sys.w/4
v2.c.yd = sys.h/4
v2.c.handp = "gunpoint"
antivirus.scanning = true
elseif v2.c.chat.msgs == 22 then
v2.c.handp = "idle"
v2.c.xd = sys.w/2
v2.c.yd = sys.h/4
elseif v2.c.chat.msgs == 24 then
v2.fightStart = true
if v2.currentAttack ~= "shotgun" and v2.currentAttack ~= "centerShotgun" and v2.c.health > 40 then
v2.c.handp = "idle"
elseif v2.c.health <= 40 then
v2.c.handp = "gunpoint"
end
end
if v2.fightStart == true then
music.tension2:stop()
music.battle2:play()
end
end
function drawPopup(id)
love.graphics.setCanvas(v2.pop.p[id].cvs)
drawUpBox(0, 0, v2.pop.p[id].w, v2.pop.p[id].h, 4)
love.graphics.setColor(255,255,255)
love.graphics.draw(window.bar, 3, 3, 0, (v2.pop.p[id].w-6)/643, 1)
drawXBox(v2.pop.p[id].w-22, 5)
--drawMinBox(v2.pop.p[id].w-40, 5)
love.graphics.setColor(240, 240, 240)
if v2.pop.p[id].ad == 1 then
love.graphics.print("FREE PHONE!!!", 28, 9)
elseif v2.pop.p[id].ad == 2 then
love.graphics.print("CURE FOOT FUNGUS!!", 28, 9)
elseif v2.pop.p[id].ad == 3 then
love.graphics.print("YOU WON!!!", 28, 9)
elseif v2.pop.p[id].ad == 4 then
love.graphics.print("BIG PENIS!!!", 28, 9)
elseif v2.pop.p[id].ad == 5 then
love.graphics.print("SEXY SINGLES!!!", 28, 9)
elseif v2.pop.p[id].ad == 6 then
love.graphics.print("VIRUS ALERT!!!", 28, 9)
elseif v2.pop.p[id].ad == 7 then
love.graphics.print("SHOOT THE TABLET!!", 28, 9)
elseif v2.pop.p[id].ad == 8 then
love.graphics.print("POPUP BLOCKER!!!", 28, 9)
elseif v2.pop.p[id].ad == 9 then
love.graphics.print("A Letter for You.", 28, 9)
elseif v2.pop.p[id].ad == 10 then
love.graphics.print("PC BOOSTER!!!", 28, 9)
end
love.graphics.setColor(256, 256, 256)
love.graphics.draw(win[2].icon16, 6, 5)
drawDownBox(8, 31, v2.pop.p[id].w-16, v2.pop.p[id].h-39, 4)
love.graphics.draw(v2.pop.a[v2.pop.p[id].ad], 8, 31, 0, (v2.pop.p[id].w-16)/640, (v2.pop.p[id].h-39)/400)
love.graphics.setCanvas()
end
function addPopup(rand, x, y, w, h, ad, dup, m)
if notification.sound3:isPlaying() == true then
notification.sound3:rewind()
else
notification.sound3:play()
end
if rand == true then
table.insert(v2.pop.p, 1, {
w = math.random(300,800),
ad = math.random(1,10),
d = false,
s = 0.2,
exit = false,
add = false,
dup = true
})
v2.pop.p[1].h = v2.pop.p[1].w/math.random(1.4,1.6,1.8,2)
v2.pop.p[1].x = math.random(0,sys.w-v2.pop.p[1].w)
v2.pop.p[1].y = math.random(0,sys.h-v2.pop.p[1].h)
v2.pop.p[1].cvs = love.graphics.newCanvas(v2.pop.p[1].w, v2.pop.p[1].h)
if v2.pop.p[1].d == false then
drawPopup(1)
v2.pop.p[1].d = true
end
elseif rand == false then
table.insert(v2.pop.p, 1, {x=x,y=y,w=w,h=h,ad=ad,d=false,s=0.2,exit=false,add=false,dup=dup,m=m})
v2.pop.p[1].cvs = love.graphics.newCanvas(v2.pop.p[1].w, v2.pop.p[1].h)
if v2.pop.p[1].d == false then
drawPopup(1)
v2.pop.p[1].d = true
end
end
end
function drawPopups()
v2.pop.hov = 0
for i=1,#v2.pop.p do
love.graphics.setColor(255,255,255)
love.graphics.draw(v2.pop.p[i].cvs, v2.pop.p[i].x,v2.pop.p[i].y,0,v2.pop.p[i].s)
end
for i=#v2.pop.p, 1, -1 do
if v2.pop.hov == 0 and sys.mouse.x >= v2.pop.p[i].x and sys.mouse.x <= v2.pop.p[i].x+v2.pop.p[i].w
and sys.mouse.y >= v2.pop.p[i].y and sys.mouse.y <= v2.pop.p[i].y+v2.pop.p[i].h then
v2.pop.hov = i
end
end
for i=1,#v2.pop.p do
if v2.pop.p[i].s < 1 and v2.pop.p[i].exit == false then
v2.pop.p[i].s = v2.pop.p[i].s + (0.075/v2.pop.p[i].s)*sys.s
if v2.pop.p[i].s > 1 then
v2.pop.p[i].s = 1
end
elseif v2.pop.p[i].s > 0 and v2.pop.p[i].exit == true then
v2.pop.p[i].s = v2.pop.p[i].s - (0.4*v2.pop.p[i].s)*sys.s
if v2.pop.p[i].s < 0.1 then
v2.pop.p[i].s = 0
end
end
if mouseClick(v2.pop.p[i].x+v2.pop.p[i].w-22, v2.pop.p[i].y+5, 16, 16) == true and v2.pop.p[i].exit == false and v2.pop.hov == i then
v2.pop.p[i].exit = true
if v2.pop.p[i].m == true then
music.tension2:play()
scene = 3
for i=1,#v2.pop.p do
v2.pop.p[i].exit = true
end
end
elseif mouseClick(v2.pop.p[i].x+8, v2.pop.p[i].y+31, v2.pop.p[i].w-16, v2.pop.p[i].h-39) == true
and v2.pop.p[i].exit == false and v2.pop.hov == i and v2.pop.p[i].dup == true then
v2.pop.p[i].exit = true
if #v2.pop.p <= 6 then
v2.pop.add = true
end
end
if v2.pop.p[i].exit == true and v2.pop.p[i].s <= 0 then
table.remove(v2.pop.p, i)
collectgarbage("collect")
break
end
end
if v2.pop.add == true and #v2.pop.p <= 6 then
addPopup(true)
addPopup(true)
v2.pop.add = false
end
end
function drawVirus2()
love.graphics.setColor(255,255,255)
playAnimation(v2.c.idle, true, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, 125, 125, 0.5)
love.graphics.stencil(drawVirus2Stencil, "replace", 1)
love.graphics.setStencilTest("greater", 0)
love.graphics.draw(v2.c.pupil, v2.c.x-26+math.random(-0.7+(v2.shakex/10),0.7+(v2.shakex/10)),
v2.c.y-57+math.random(-0.7+(v2.shakey/10),0.7+(v2.shakey/10)),v2.c.r,v2.c.s)
love.graphics.draw(v2.c.pupil, v2.c.x+21+math.random(-0.7,0.7),v2.c.y-57+math.random(-0.7,0.7),v2.c.r,v2.c.s)
love.graphics.setStencilTest()
v2.c.sp = math.sqrt(math.abs(v2.c.xd - v2.c.x)*2 + math.abs(v2.c.yd - v2.c.y)*2)/5
v2.c.sp = v2.c.sp * v2.spm
v2.c.angle = math.atan2((v2.c.yd - v2.c.y), (v2.c.xd - v2.c.x))
v2.c.spx = v2.c.sp * math.cos(v2.c.angle)
v2.c.spy = v2.c.sp * math.sin(v2.c.angle)
if v2.c.x > v2.c.xd then
if v2.c.x + v2.c.spx <= v2.c.xd then
v2.c.x = v2.c.xd
else
v2.c.x = v2.c.x + v2.c.spx
end
elseif v2.c.x < v2.c.xd then
if v2.c.x + v2.c.spx >= v2.c.xd then
v2.c.x = v2.c.xd
else
v2.c.x = v2.c.x + v2.c.spx
end
end
if v2.c.y > v2.c.yd then
if v2.c.y + v2.c.spy <= v2.c.yd then
v2.c.y = v2.c.yd
else
v2.c.y = v2.c.y + v2.c.spy
end
elseif v2.c.y < v2.c.yd then
if v2.c.y + v2.c.spy >= v2.c.yd then
v2.c.y = v2.c.yd
else
v2.c.y = v2.c.y + v2.c.spy
end
end
if v2.currentAttack ~= "first" and v2.currentAttack ~= "centerShotgun" and v2.c.chat.msgs == 24 then
if v2.c.x == v2.c.xd and v2.c.y == v2.c.yd then
v2.c.xd = math.random(125, sys.w-125)
v2.c.yd = math.random(125, sys.h/2)
end
end
if v2.shake > 0 and v2.c.chat.msgs == 24 then
v2.shakex = math.random(v2.shake,-v2.shake)
v2.shakey = math.random(v2.shake,-v2.shake)
v2.shake = v2.shake - 0.3*sys.s
elseif v2.shake < 0 and v1.c.chat.msgs == 24 then
v2.shake = 0
v2.shakex = 0
v2.shakey = 0
end
handOpa("idle",v2.c.handsOp)
handOpa("fist",v2.c.fistOp)
handOpa("gunup",v2.c.gunupOp)
handOpa("gunfront",v2.c.gunfrontOp)
handOpa("gunidle",v2.c.gunidleOp)
handOpa("gunpoint",v2.c.gunpointOp)
handOpa("spread",v2.c.spreadOp)
if v2.c.handsOp ~= 0 then
love.graphics.setColor(256,256,256,v2.c.handsOp)
love.graphics.draw(v2.c.idle.hands, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, v2.c.s, 125, 125)
end
if v2.c.fistOp ~= 0 then
love.graphics.setColor(256,256,256,v2.c.fistOp)
love.graphics.draw(v2.c.idle.fist, v2.c.x+v2.shakex+math.random(-0.2,0.2), v2.c.y+v2.shakey+math.random(-0.2,0.2), v2.c.r, v2.c.s, v2.c.s, 125, 125)
end
if v2.c.gunidleOp ~= 0 then
love.graphics.setColor(256,256,256,v2.c.gunidleOp)
love.graphics.draw(v2.c.idle.gunidle, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, v2.c.s, 125, 125)
end
if v2.c.gunfrontOp ~= 0 then
love.graphics.setColor(256,256,256,v2.c.gunfrontOp)
love.graphics.draw(v2.c.gunfront, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, v2.c.s, 125, 125)
end
if v2.c.gunupOp ~= 0 then
love.graphics.setColor(256,256,256,v2.c.gunupOp)
love.graphics.draw(v2.c.gunup, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, v2.c.s, 125, 125)
end
if v2.c.spreadOp ~= 0 then
love.graphics.setColor(256,256,256,v2.c.spreadOp)
love.graphics.draw(v2.c.idle.spread, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, v2.c.s, 125, 125)
end
if v2.c.gunpointOp ~= 0 then
v2.gun.rt = math.atan2((win[4].y+win[4].h/2 - v2.c.y), (win[4].x+win[4].w/2 - v2.c.x))
if v2.gun.r > v2.gun.rt then
if v2.gun.r - math.rad((2*sys.s)*di) < v2.gun.rt then
v2.gun.r = v2.gun.rt
else
v2.gun.r = v2.gun.r - math.rad((2*sys.s)*di)
end
elseif v2.gun.r < v2.gun.rt then
if v2.gun.r + math.rad((2*sys.s)*di) > v2.gun.rt then
v2.gun.r = v2.gun.rt
else
v2.gun.r = v2.gun.r + math.rad((2*sys.s)*di)
end
end
love.graphics.setColor(256,256,256,v2.c.gunpointOp)
love.graphics.draw(v2.c.idle.handright, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, v2.c.s, 125, 125)
love.graphics.draw(v2.c.gunleft, v2.c.x-82+v2.shakex, v2.c.y+35+v2.shakey, v2.gun.r+math.rad(-90), 1.2, 1.2, 45, 10)
end
v2.mTime = v2.mTime + delta
if v2.mTime > 6 and v2.c.chat.msgs == 17 and win[4].ex == true then
nextChatv2(18)
elseif win[4].ex == false and v2.c.chat.msgs >= 17 and v2.c.chat.msgs <= 18 then
nextChatv2(19)
elseif v2.mTime > 1 and v2.c.chat.msgs == 19 and win[4].ex == false then
nextChatv2(20)
elseif v2.c.chat.msgs == 21 and av.gun == 98 then
nextChatv2(22)
end
if v2.c.chat.time >= 2 and v2.msgs[v2.c.chat.msgs] ~= nil then
drawBubble(v2.c.x+50, v2.c.y-160, 300, 115, v2.c.chat.msg)
if mouseClick(v2.c.x+50,v2.c.y-160,300,110) == true and v2.c.chat.next == false and v2.c.chat.msgs ~= 18 then
nextChatv2()
end
if v2.msgs[v2.c.chat.msgs] ~= nil then
if string.len(v2.msgs[v2.c.chat.msgs]) ~= string.len(v2.c.chat.msg) then
v2.c.chat.char = v2.c.chat.char + v2.c.chat.sp*(60/love.timer.getFPS())
v2.c.chat.msg = string.sub(v2.msgs[v2.c.chat.msgs], 1, math.floor(v2.c.chat.char))
end
end
else
v2.c.chat.time = v2.c.chat.time + delta
end
end
function drawVirus2Stencil()
love.graphics.setShader(mask_effect)
playAnimation(v2.c.idle.mask, true, v2.c.x+v2.shakex, v2.c.y+v2.shakey, v2.c.r, v2.c.s, 125, 125, 0.5)
love.graphics.setShader()
end
function handOpa(hand,opa)
if v2.c.handp == hand then
if opa < 256 then
if hand == "idle" then
v2.c.handsOp = v2.c.handsOp + 16
elseif hand == "fist" then
v2.c.fistOp = v2.c.fistOp + 16
elseif hand == "gunfront" then
v2.c.gunfrontOp = v2.c.gunfrontOp + 16
elseif hand == "gunidle" then
v2.c.gunidleOp = v2.c.gunidleOp + 16
elseif hand == "gunup" then
v2.c.gunupOp = v2.c.gunupOp + 16
elseif hand == "gunpoint" then
v2.c.gunpointOp = v2.c.gunpointOp + 16
elseif hand == "spread" then
v2.c.spreadOp = v2.c.spreadOp + 16
end
end
else
if opa > 0 then
if hand == "idle" then
v2.c.handsOp = v2.c.handsOp - 16
elseif hand == "fist" then
v2.c.fistOp = v2.c.fistOp - 16
elseif hand == "gunfront" then
v2.c.gunfrontOp = v2.c.gunfrontOp - 16
elseif hand == "gunidle" then
v2.c.gunidleOp = v2.c.gunidleOp - 16
elseif hand == "gunup" then
v2.c.gunupOp = v2.c.gunupOp - 16
elseif hand == "gunpoint" then
v2.c.gunpointOp = v2.c.gunpointOp - 16
elseif hand == "spread" then
v2.c.spreadOp = v2.c.spreadOp - 16
end
end
end
end
function nextChatv2(messag)
v2.c.chat.next = true
if messag == nil then
v2.c.chat.msgs = v2.c.chat.msgs + 1
else
v2.c.chat.msgs = messag
end
v2.c.chat.char = 0
v2.c.chat.msg = ""
v2.mTime = 0
end
function addShotgun(x,y,d,b)
local rot = math.atan2((win[4].y+win[4].h/2 - y), (win[4].x+win[4].w/2 - x))
table.insert(v2.sg, 1, {x=x,y=y,r=rot,d=d,b=b,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
if v2.c.cockgun:isPlaying() == true then
v2.c.cockgun:rewind()
else
v2.c.cockgun:play()
end
end
function floatingShotgun()
for i=1,#v2.sg do
love.graphics.setColor(256,256,256,v2.sg[i].op)
love.graphics.draw(v2.c.shotgun, v2.sg[i].x, v2.sg[i].y, v2.sg[i].r+v2.sg[i].ra, 1, 1, 150, 60)
end
love.graphics.setColor(256,256,256,256)
for i=1,#v2.sg do
v2.sg[i].t = v2.sg[i].t + delta
if v2.sg[i].ra > math.rad(0) and v2.sg[i].remp == false then
v2.sg[i].ra = v2.sg[i].ra - math.rad(5)*sys.s
elseif v2.sg[i].ra <= 0 and v2.sg[i].remp == false then
v2.sg[i].ra = 0
end
if v2.sg[i].t >= v2.sg[i].d and v2.sg[i].f == false then
local x1 = math.cos(v2.sg[i].r+math.rad(90))*(v2.sg[i].x-15-v2.sg[i].x)
-math.sin(v2.sg[i].r+math.rad(90))*(v2.sg[i].y-140-v2.sg[i].y)+v2.sg[i].x
local y1 = math.sin(v2.sg[i].r+math.rad(90))*(v2.sg[i].x-15-v2.sg[i].x)
+math.cos(v2.sg[i].r+math.rad(90))*(v2.sg[i].y-140-v2.sg[i].y)+v2.sg[i].y
local x2 = math.cos(v2.sg[i].r+math.rad(90))*(v2.sg[i].x-25-v2.sg[i].x)
-math.sin(v2.sg[i].r+math.rad(90))*(v2.sg[i].y-140-v2.sg[i].y)+v2.sg[i].x
local y2 = math.sin(v2.sg[i].r+math.rad(90))*(v2.sg[i].x-25-v2.sg[i].x)
+math.cos(v2.sg[i].r+math.rad(90))*(v2.sg[i].y-140-v2.sg[i].y)+v2.sg[i].y
local x3 = math.cos(v2.sg[i].r+math.rad(90))*(v2.sg[i].x-30-v2.sg[i].x)
-math.sin(v2.sg[i].r+math.rad(90))*(v2.sg[i].y-140-v2.sg[i].y)+v2.sg[i].x
local y3 = math.sin(v2.sg[i].r+math.rad(90))*(v2.sg[i].x-30-v2.sg[i].x)
+math.cos(v2.sg[i].r+math.rad(90))*(v2.sg[i].y-140-v2.sg[i].y)+v2.sg[i].y
if v2.sg[i].b == 1 then
addBullet(x1,y1,v2.sg[i].r+math.rad(4),10,"v1",2)
addBullet(x3,y3,v2.sg[i].r-math.rad(4),10,"v1",2)
if math.random(1,8) == 8 then
addBullet(x2,y2,v2.sg[i].r,10,"v1",5)
else
addBullet(x2,y2,v2.sg[i].r,10,"v1",1)
end
elseif v2.sg[i].b == 2 then
addBullet(x2,y2,v2.sg[i].r,10,"v1",2)
end
v2.sg[i].f = true
if v2.c.fire:isPlaying() == true then
v2.c.fire:rewind()
else
v2.c.fire:play()
end
end
if v2.sg[i].op < 256 and v2.sg[i].remp == false then
v2.sg[i].op = v2.sg[i].op + 20*sys.s
end
if v2.sg[i].op > 256 then
v2.sg[i].op = 256
end
if v2.sg[i].remp == true then
v2.sg[i].op = v2.sg[i].op - 20*sys.s
v2.sg[i].ra = v2.sg[i].ra + math.rad(5)*sys.s
end
if v2.sg[i].t > v2.sg[i].d+0.5 then
v2.sg[i].remp = true
end
if v2.sg[i].t > v2.sg[i].d+1 then
v2.sg[i].rem = true
end
if v2.sg[i].rem == true then
table.remove(v2.sg, i)
return
end
end
end
function v2FirstAttack()
if v2.fightTimer > v2.firstAttack and v2.firstAttack <= 13 then
local hole = math.random(1,math.floor(sys.w/130)-2)
v2.spm = 2
v2.c.xd = math.random(125,sys.w-125)
for i=1,math.floor(sys.w/130)+1 do
if i <= hole+2 and i >= hole then
else
table.insert(v2.sg, 1, {x=i*140-50,y=200,r=math.rad(90),d=0.5,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
end
end
if v2.c.cockgun:isPlaying() == true then
v2.c.cockgun:rewind()
else
v2.c.cockgun:play()
end
v2.firstAttack = v2.firstAttack + 1.8-(v2.firstAttack/10)
if v2.firstAttack >= 12 then
v2.spm = 1
end
end
if v2.fightTimer > v2.firstAttack and v2.firstAttack > 13 and v2.firstAttack <= 18 then
addPopup(true)
v2.firstAttack = v2.firstAttack + 1
end
end
function v2RandomShotgunAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 0.6/di
addShotgun(math.random(0,sys.w),math.random(0,sys.h/2),0.5,1)
end
end
function v2ShotgunRowAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 1.2/di
local hole = math.random(1,math.floor(sys.w/130)-2)
for i=1,math.floor(sys.w/130)+1 do
if i <= hole+2 and i >= hole then
else
table.insert(v2.sg, 1, {x=i*140-50,y=200,r=math.rad(90),d=0.5,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
end
end
if v2.c.cockgun:isPlaying() == true then
v2.c.cockgun:rewind()
else
v2.c.cockgun:play()
end
end
end
function v2PopupAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 1.5/di
addPopup(true)
end
end
function v2ShotgunAttack()
v2.c.handp = "gunpoint"
if v2.attackTimer <= 0 then
v2FireShotgun()
if v2.c.health <= 50 and math.random(1,3) == 1 then
for i=1,3 do
addShotgun(math.random(0,sys.w),math.random(0,sys.h/2),0.5,1)
end
end
v2.attackTimer = 1/di
end
end
function v2ShootingPopupAttack()
end
function v2ShotgunPopupAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 2.5/di
addPopup(true)
addShotgun(math.random(0,sys.w),math.random(0,sys.h/2),2,1)
end
end
function shotgunBundleAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 2.6/di
for i=1,8 do
addShotgun(math.random(0,sys.w),math.random(0,sys.h/2),0.5,1)
end
end
end
function shotgunWheelAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 1.5
local xx = math.random(0,sys.w)
local yy = math.random(0,sys.h)
local dd = math.random(1,8)
for i=1,8 do
table.insert(v2.sg, 1, {x=xx,y=yy,r=math.rad(45*i),d=dd,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
end
if v2.c.cockgun:isPlaying() == true then
v2.c.cockgun:rewind()
else
v2.c.cockgun:play()
end
end
end
function superFastShotgunAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 0.25/di
addShotgun(math.random(0,sys.w),math.random(0,sys.h/2),0.5,2)
end
end
function shotgunSpiralAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 2.5/di
local xx = math.random(150,sys.w-150)
local yy = sys.h/4
for i=1,12 do
local dd = 0.4+0.1*i
table.insert(v2.sg, 1, {x=xx,y=yy,r=math.rad(30*i),d=dd,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
end
if v2.c.cockgun:isPlaying() == true then
v2.c.cockgun:rewind()
else
v2.c.cockgun:play()
end
end
end
function v2FireShotgun()
local xx = math.cos(v2.gun.r+math.rad(90))*(v2.c.x-82+150-v2.c.x-82)
-math.sin(v2.gun.r+math.rad(90))*(v2.c.y+35-275-v2.c.y+35)+v2.c.x-82
local yy = math.sin(v2.gun.r+math.rad(70))*(v2.c.x-82+150-v2.c.x-82)
+math.cos(v2.gun.r+math.rad(90))*(v2.c.y+35-275-v2.c.y+35)+v2.c.y+35
addBullet(xx,yy,v2.gun.r+math.rad(4),10,"v1",1)
addBullet(xx,yy,v2.gun.r-math.rad(4),10,"v1",1)
addBullet(xx,yy,v2.gun.r+math.rad(8),10,"v1",2)
addBullet(xx,yy,v2.gun.r-math.rad(8),10,"v1",2)
addBullet(xx,yy,v2.gun.r,10,"v1",5)
if v2.c.fire:isPlaying() == true then
v2.c.fire:rewind()
else
v2.c.fire:play()
end
end
function centerShotgunAttack()
v2.c.handp = "gunpoint"
if v2.attackTimer <= 0 then
if math.random(1,2) == 1 then
v2FireShotgun()
end
v2.c.xd = sys.w/2+math.random(-25,25)
v2.c.yd = sys.h/4+math.random(-25,25)
v2.attackTimer = 0.5/di
end
end
function assholeShotgunAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 3.5/di
local hole = math.random(1,math.floor(sys.w/130)-2)
for i=1,math.floor(sys.w/130)+1 do
if i <= hole+2 and i >= hole then
table.insert(v2.sg, 1, {x=i*140-50,y=150,r=math.rad(90),d=1,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
table.insert(v2.sg, 1, {x=i*140-50+25,y=0,r=math.rad(90),d=1.7,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
else
table.insert(v2.sg, 1, {x=i*140-50,y=150,r=math.rad(90),d=0.5,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
table.insert(v2.sg, 1, {x=i*140-50+25,y=0,r=math.rad(90),d=1.3,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
end
end
if v2.c.cockgun:isPlaying() == true then
v2.c.cockgun:rewind()
else
v2.c.cockgun:play()
end
end
end
function targetShotgunAttack()
if v2.attackTimer <= 0 then
v2.attackTimer = 1.2/di
table.insert(v2.sg, 1, {x=win[4].x,y=10,r=math.rad(90),d=0.3,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
table.insert(v2.sg, 1, {x=win[4].x+150,y=10,r=math.rad(90),d=0.3,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
table.insert(v2.sg, 1, {x=win[4].x,y=sys.h,r=math.rad(-90),d=0.5,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
table.insert(v2.sg, 1, {x=win[4].x+150,y=sys.h,r=math.rad(-90),d=0.5,b=1,t=0,op=0,ra=math.rad(45),rem=false,remp=false,f=false})
if v2.c.cockgun:isPlaying() == true then
v2.c.cockgun:rewind()
else
v2.c.cockgun:play()
end
end
end
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