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-rw-r--r--background.lua8
-rw-r--r--enemies.lua21
-rw-r--r--musicplayer/background_music.lua2
-rw-r--r--musicplayer/toxicinvadersost.p8.pngbin17031 -> 17057 bytes
-rw-r--r--objects.lua2
-rw-r--r--ui.lua12
6 files changed, 20 insertions, 25 deletions
diff --git a/background.lua b/background.lua
index 07d5d5f..0b32f83 100644
--- a/background.lua
+++ b/background.lua
@@ -4,15 +4,9 @@ function scrollingcircles(y, speed, spacing, radius, color)
end
end
--- function scrollingcirclelines(y, speed, spacing, radius, color)
--- for i = 1, 256, spacing do
--- circ((i-(gt*speed))%256-radius*2, y, radius, color)
--- end
--- end
-
function scrollingsprite(sprite,x,y,w,h,speed,flip)
flip = flip or false
- spr(sprite, (-gt*speed+x+w*8)%(128+w*8)-w*8, y, w, h, flip)
+ spr(sprite, -(gt*speed+x+w*8)%(128+w*8)-w*8, y, w, h, flip) --moved the "-" from gt in hopes of fixing the flickering
end
diff --git a/enemies.lua b/enemies.lua
index 43a18b9..6dbff03 100644
--- a/enemies.lua
+++ b/enemies.lua
@@ -510,7 +510,7 @@ function addmissileboss(x, y) --boss that shoots missiles!!!
w = 32,
h = 32,
inv = -1,
- health = 40*#players, --40
+ health = 150*#players, --40 originally, now 200
shootcooldown = 1.8,
speed = 0.04,
shot = enemyshot,
@@ -519,7 +519,7 @@ function addmissileboss(x, y) --boss that shoots missiles!!!
function enemy.draw()
local sprite = 69
- if enemy.health < 11 then
+ if enemy.health < 38 then
sprite = 101
damagesmoke(enemy)
end
@@ -534,8 +534,8 @@ function addmissileboss(x, y) --boss that shoots missiles!!!
--some cool different moves, shout out to dont get a virus fans!
if currentwavetime%18 > 8 and currentwavetime%20 < 12 then
enemy.targety = everysecondtimer\0.501*96
- elseif currentwavetime%18 > 17.3 then --INTIMIDATION TACTICS!!!!!
- enemy.targety = targetplayer.y
+ elseif currentwavetime%rnd({17,18}) > 15 and enemy.health > 38 then --INTIMIDATION TACTICS!!!!! (rnd({16,20}) was 18 and 15 was 17.3 originally)
+ enemy.targety = targetplayer.y-16
enemy.targetx = targetplayer.x+24
enemy.shootcooldown = 0.8
end
@@ -547,21 +547,22 @@ function addmissileboss(x, y) --boss that shoots missiles!!!
enemy.targety = rnd(96)
end
if enemy.shootcooldown < 0 then
- enemy.shootcooldown = 0.6 + rnd(0.6)
+ enemy.shootcooldown = 0.8 + rnd(0.5) --0.6 for both originally
if enemy.x < canshootatx then
local offsetmissleboss = 2
- if currentwavetime%2 > 1 then offsetmissleboss = 30 end
+ if currentwavetime%2 > 1 then offsetmissleboss = 28 end --30 originally
addmissile(enemy.x, enemy.y+offsetmissleboss, targetplayer)
- if enemy.health < 11 then
+ -- if enemy.health < 50 then
+ if currentwavetime%rnd({9,11}) < 1 or enemy.health < 38 then
+ enemy.shootcooldown = 1 + rnd(1) --not originally here (w the bullets and missles, it becomes much more difficult)
sfx(15,2)
addbullet(enemy.x,enemy.y+16,(targetplayer.x-enemy.x)/70,(targetplayer.y-enemy.y-16)/70)
- -- ERROR attempting to find a non existant player
end
enemy.speed += 0.001
end
end
enemymisc(enemy)
- enemydie(enemy,21,3,300,true) --death!!!!
+ enemydie(enemy,21,3,325,true) --death!!!!
end
add(enemies, enemy)
@@ -643,7 +644,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!!
addbullet(110,64, rnd(0.5)-1, rnd(2)-1)
end
sfx(3,3) --sound for barrage of bullets
- if rnd() < 0.4 then
+ if rnd() < 0.6 then --originally 0.4
addmissile(110, 60, targetplayer)
end
end
diff --git a/musicplayer/background_music.lua b/musicplayer/background_music.lua
index dbf2df6..dc57471 100644
--- a/musicplayer/background_music.lua
+++ b/musicplayer/background_music.lua
@@ -6,7 +6,7 @@ end
function scrollingsprite(sprite,x,y,w,h,speed,flip)
flip = flip or false
- spr(sprite, (-gt*speed+x+w*8)%(128+w*8)-w*8, y, w, h, flip)
+ spr(sprite, -(gt*speed+x+w*8)%(128+w*8)-w*8, y, w, h, flip)
end
diff --git a/musicplayer/toxicinvadersost.p8.png b/musicplayer/toxicinvadersost.p8.png
index 5da7a04..2d1a5c8 100644
--- a/musicplayer/toxicinvadersost.p8.png
+++ b/musicplayer/toxicinvadersost.p8.png
Binary files differ
diff --git a/objects.lua b/objects.lua
index f435b83..3ff08ef 100644
--- a/objects.lua
+++ b/objects.lua
@@ -15,6 +15,8 @@ highscore0 = dget(0) --scores (0 is solo - 1 is coop)
highscore1 = dget(1)
currentscore = 0 --used for both gamemodes, but passed into highscore at end of game
currentsong = -1
+playercolour0 = 12 --for final score screen
+playercolour1 = 15
function startgame()
diff --git a/ui.lua b/ui.lua
index 7fd81d3..ae68099 100644
--- a/ui.lua
+++ b/ui.lua
@@ -72,7 +72,7 @@ end
--shown on edge of screen (blue for solo - orange for coop)
function runningscore(currentscore,isflashing)
- if isflashing or gt < 2 then
+ if isflashing or gt < 2 then --blinks when starting a game
if flashtime then
playerscore()
end
@@ -93,24 +93,22 @@ function credits(x,y)
spr(186,x-4,y+6+sintimecredits,1,1,timemodcredits) --duck
spr(184,x+104,y+6+-sintimecredits,1,1,timemodcredits) --bot
palt()
- printdropshadow("1029chris\nLUA TUNES",x+10,y+5,9,2)
- printdropshadow("ribboncable\nART SOUNDS",x+56,y+5,12,15)
+ printdropshadow("1029chris ribboncable\nLUA TUNES ART SOUNDS",x+9,y+5,9,2)
end
--Ending screen
function finalscorescreen(x)
- local playercolour0 = 12
- local playercolour1 = 15
if coopmode then
playercolour0 = 9
playercolour1 = 2
end
poke(0x5f58, 0x9 | 0x4) --makes score BIG
- printdropshadow("vICTORY!", x+32,18,6,5)
+ printdropshadow("vICTORY!", x+33,18,6,5)
printdropshadow(scorewithzerosstore,x+48+circletimex,50+circletimey,playercolour0,playercolour1) --2P high score
poke(0x5f58)
- -- printdropshadow("fINAL sCORE", x+43,y+22,6,5)
+
+
if (coopmode and currentscore > highscore1) or (not coopmode and currentscore > highscore0) then
if flashtime then
printdropshadow("! new high score !", x+27,34,11,3)