diff options
| author | RibbonCable <ambiguousmachine@gmail.com> | 2022-02-20 12:55:11 -0800 |
|---|---|---|
| committer | RibbonCable <ambiguousmachine@gmail.com> | 2022-02-20 12:55:11 -0800 |
| commit | 4f4a5405a95c47b34e0250e6b0f143e8e5f8dc76 (patch) | |
| tree | 9cfe9651c194db292621e712ee099984a9359aa5 /enemies.lua | |
| parent | 23acc296abf209ccf2fa15e3641f266b02add71d (diff) | |
Lots of updates to the music player. Other than track titles and final songs, it's p much done. Also made some sprint non-flipped to save on tokens.
Diffstat (limited to 'enemies.lua')
| -rw-r--r-- | enemies.lua | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/enemies.lua b/enemies.lua index a5b8373..0047647 100644 --- a/enemies.lua +++ b/enemies.lua @@ -34,7 +34,7 @@ function enemydie(enemy, sound, soundchannel, points, isboss, drop) addcircle(x+rnd(enemy.w), y+rnd(enemy.h), rnd(4)-2, -rnd(2)-1, 1, 2, rnd({3, 11, 9}), -0.1) end if rnd(100) < sqrt(enemy.w*enemy.h)/1.5 and not drop then --you get a better chance of a randomly dropped health from bigger enemies - addpickup(x+rnd(enemy.w), y+rnd(enemy.h), "health") + addpickup(x+rnd(enemy.w), y+rnd(enemy.h), 48) end if isboss then playsong(-1, 3000) @@ -43,7 +43,7 @@ function enemydie(enemy, sound, soundchannel, points, isboss, drop) killallenemies() if not gameover and not drop then addpickup(x+rnd(32), y+rnd(32)) - addpickup(x+rnd(32), y+rnd(32), "health") + addpickup(x+rnd(32), y+rnd(32), 48) end end if shake < 3 then @@ -189,13 +189,13 @@ function addballshooter(x, y, speed) function enemy.draw() if enemy.inv < 0 or flashtime then - local sprite = 11 + local sprite = 9 if enemy.health < 4 then damagesmoke(enemy) - sprite = 27 + sprite = 41 end - spr(sprite, enemy.x, enemy.y, 3, 1, false, true) - spr(sprite, enemy.x, enemy.y+8, 3, 1) + -- spr(sprite, enemy.x, enemy.y, 3, 1, false, true) + spr(sprite, enemy.x, enemy.y, 3, 2) --non-flipped image for token's sake end end @@ -238,7 +238,7 @@ function addtargetingenemy(x, y, speed) damagesmoke(enemy) end if enemy.inv < 0 or flashtime then - spr(58, enemy.x, enemy.y, 2, 1) + spr(28, enemy.x, enemy.y, 2, 1) end end @@ -284,13 +284,13 @@ function addlasershooter(x, y, points, speed, stay, isboss) function enemy:draw() if enemy.inv < 0 or flashtime then - local sprite = 64 + local sprite = 5 if enemy.health < 10 then damagesmoke(enemy) - sprite = 96 + sprite = 65 end - spr(sprite,enemy.x+0,enemy.y,4,2) - spr(sprite,enemy.x+0,enemy.y+16,4,2,false,true) + spr(sprite,enemy.x,enemy.y,4,2) --non-flipped sprite to reduce tokens + -- spr(sprite,enemy.x+0,enemy.y+16,4,2,false,true) end end @@ -517,9 +517,9 @@ function addmissileboss(x, y) --boss that shoots missiles!!! } function enemy.draw() - local sprite = 68 + local sprite = 69 if enemy.health < 11 then - sprite = 100 + sprite = 101 damagesmoke(enemy) end if enemy.inv < 0 or flashtime then |
