diff options
| author | RibbonCable <ambiguousmachine@gmail.com> | 2022-02-20 15:19:09 -0800 |
|---|---|---|
| committer | RibbonCable <ambiguousmachine@gmail.com> | 2022-02-20 15:19:09 -0800 |
| commit | a6097b11affbbd8c93c40bfc575bf25146c0c8fb (patch) | |
| tree | adc2fe5dfe4ddbf8289e6c6dc2647dd00b8545c4 /enemies.lua | |
| parent | acaa223a1a5060191fda5678b543d33e71684b3f (diff) | |
updated sfx
Diffstat (limited to 'enemies.lua')
| -rw-r--r-- | enemies.lua | 41 |
1 files changed, 21 insertions, 20 deletions
diff --git a/enemies.lua b/enemies.lua index c2d10a8..a7ccf90 100644 --- a/enemies.lua +++ b/enemies.lua @@ -104,7 +104,7 @@ function addbasicenemy(x, y, speed) --basic small weak enemy enemy.shootcooldown = 0.5 + rnd(1.5) if enemy.x < canshootatx and enemy.x > 5 then addbullet(enemy.x-3, enemy.y, -1, 0) -- shoot if on screen - sfx(15, 2) -- play shoot sound if on screen + sfx(15,2) -- play shoot sound if on screen end end enemymisc(enemy) @@ -154,9 +154,9 @@ function addwallshooter(x, shootup, speed, offset, bulletspeed) if shootup then velywall = 1 end if enemy.x < 120 and enemy.x > 20 then addbullet(enemy.x, enemy.y, -speed, enemy.bulletspeed*velywall) - if not enemy.shoottoggle then --implemented a toggle so that the sound effect for firing gets played only once. + if not enemy.shoottoggle and currentwave ~= 19 then --implemented a toggle so that the sound effect for firing gets played only once. enemy.shoottoggle = true - sfx(18, 3) + sfx(18,3) end end else @@ -209,7 +209,7 @@ function addballshooter(x, y, speed) addbullet(enemy.x+4, enemy.y+4, sin(i/48)/2, cos(i/48)/2) end end - sfx(19, 3) -- play shoot sound + sfx(19,3) -- play shoot sound end end enemymisc(enemy) @@ -252,7 +252,7 @@ function addtargetingenemy(x, y, speed) local velxtarget = (player.x - enemy.x)/distancetarget local velytarget = (player.y - enemy.y)/distancetarget addbullet(enemy.x-3, enemy.y, velxtarget, velytarget) -- shoot if on screen - sfx(15, 2) -- play shoot sound if on screen + sfx(15,2) -- play shoot sound if on screen end end enemymisc(enemy) @@ -309,7 +309,7 @@ function addlasershooter(x, y, points, speed, stay, isboss) if enemy.shootcooldown < 0 then enemy.shootcooldown = 0.18 addbullet(enemy.x+6, enemy.y+20, -1, rnd(2)-1) --shoooot!!!!! - sfx(15, 2) + sfx(15,2) end end @@ -423,7 +423,7 @@ function addwallboss(x, y, length, points, speed, stay, move, isboss) for i = 1, length, 1 do if attack(i, enemy.move) then addbullet(enemy.x, enemy.y-8+i*8, -1, 0) - sfx(15, 2) + sfx(15,2) bulletfired[i] = 1 else bulletfired[i] = 0 @@ -451,6 +451,7 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! collide = enemycollide } local pointsbomb = 50 --points by default if killed by player + local sfxbomb = 5 function enemy.draw() local x,y = enemy.x,enemy.y @@ -475,22 +476,21 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! if enemy.shootcooldown < -8 then -- detonation for i = 1, 60, 1 do addbullet(enemy.x+16, enemy.y+16, sin(i/60), cos(i/60)) - enemy.health = 0 + sfxbomb = 6 --killboom pointsbomb = -40 --loss of points - sfx(19,2) - sfx(8,-2) + enemy.health = 0 end elseif enemy.shootcooldown < 0 then enemy.x = lerp(enemy.x, 80, 0.02) end enemymisc(enemy) - enemydie(enemy,20,3,pointsbomb) --die bastard!!!!!! + enemydie(enemy,sfxbomb,3,pointsbomb) --die bastard!!!!!! --charge sound - if enemy.x < 120 and everysecondtimer > 0.45 then + if enemy.x < 120 and everysecondtimer%0.2 < 0.025 then if enemy.shootcooldown < -5 then - sfx(8,2) --rapid + sfx(8,3) --rapid else - sfx(7,2) --normal + sfx(7,3) --normal end end end @@ -552,7 +552,7 @@ function addmissileboss(x, y) --boss that shoots missiles!!! if currentwavetime%2 > 1 then offsetmissleboss = 30 end addmissile(enemy.x, enemy.y+offsetmissleboss, targetplayer) if enemy.health < 11 then - sfx(15, 2) + sfx(15,2) addbullet(enemy.x,enemy.y+16,(players[targetplayer].x-enemy.x)/70,(players[targetplayer].y-enemy.y-16)/70) -- ERROR attempting to find a non existant player end @@ -601,7 +601,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! thrusterexplode[id] = true explosion(x+10,y,32) shake = 12 - sfx(21,3) + sfx(4,3) --thruster die! end end end @@ -641,7 +641,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! for i = 1, 10, 1 do addbullet(110,64, rnd(0.5)-1, rnd(2)-1) end - sfx(19,3) --sound for barrage of bullets + sfx(3,3) --sound for barrage of bullets if rnd() < 0.4 then addmissile(110, 60, targetplayer) end @@ -682,7 +682,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! end enemydie(enemy,17,2,1000,true,1) --die!!!!!!! else - playsong(-1) + music(-1,1000) killallenemies() despawnallbullets = true speed += 0.0003 @@ -693,10 +693,11 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! enemy.shootcooldown = dramaticdeathtimer/8 explosion(103+rnd(8), rnd(128),32) shake = rnd(10) - sfx(17,1) - sfx(21,0) + sfx(17,2) + sfx(21,3) end end + if dramaticdeathtimer < 0 then music(63,3) end --final big boom enemymisc(enemy) end |
