diff options
Diffstat (limited to 'enemies.lua')
| -rw-r--r-- | enemies.lua | 123 |
1 files changed, 60 insertions, 63 deletions
diff --git a/enemies.lua b/enemies.lua index e7c35b9..b997c3b 100644 --- a/enemies.lua +++ b/enemies.lua @@ -86,8 +86,8 @@ function addbasicenemy(x, y, speed) --basic small weak enemy collide = enemycollide } - function enemy.draw(enemy) - local sprite = enemy.sprite + function enemy.draw() + sprite = enemy.sprite if flr(sin(time()*speed)) ~= 0 then --if the ships heading up, change sprite sprite += 1 end @@ -113,9 +113,9 @@ function addbasicenemy(x, y, speed) --basic small weak enemy add(enemies, enemy) end ---SHOOTER THAT SHOOTS BIG WALLS!!!!!! -function addwallshooter(x, shootup, health, speed, offset, bulletspeed) +--SHOOTER THAT SHOOTS BIG WALLS!!!!!! +function addwallshooter(x, shootup, speed, offset, bulletspeed) local enemy = { x = x, y = 119, @@ -124,9 +124,9 @@ function addwallshooter(x, shootup, health, speed, offset, bulletspeed) w = 8, h = 8, inv = -1, - health = health, + health = 10, --10 shootcooldown = 0, - speed = speed, + -- speed = speed, shoottoggle = true, bulletspeed = bulletspeed or 1, shot = enemyshot, @@ -137,10 +137,8 @@ function addwallshooter(x, shootup, health, speed, offset, bulletspeed) enemy.sprite = 44 end - function enemy.draw(enemy) - if enemy.health < health*0.25 then - damagesmoke(enemy) - end + function enemy.draw() + if enemy.health < 3 then damagesmoke(enemy) end if enemy.inv < 0 or flashtime then spr(enemy.sprite+t()*10%2, enemy.x, enemy.y) end @@ -151,10 +149,10 @@ function addwallshooter(x, shootup, health, speed, offset, bulletspeed) if enemy.shootcooldown < 0 then if (t()+enemy.offset)%1>0.5/enemy.bulletspeed then enemy.shootcooldown = 0.08/enemy.bulletspeed - local vely = -1 - if shootup then vely = 1 end + velywall = -1 + if shootup then velywall = 1 end if enemy.x < 120 and enemy.x > 20 then - addbullet(enemy.x, enemy.y, -enemy.speed, enemy.bulletspeed*vely) + 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. enemy.shoottoggle = true sfx(18, 3) @@ -188,9 +186,9 @@ function addballshooter(x, y, speed) collide = enemycollide } - function enemy.draw(enemy) + function enemy.draw() if enemy.inv < 0 or flashtime then - local sprite = 11 + sprite = 11 if enemy.health < 4 then damagesmoke(enemy) sprite = 27 @@ -235,7 +233,7 @@ function addtargetingenemy(x, y, speed) collide = enemycollide } - function enemy.draw(enemy) + function enemy.draw() if enemy.health < 2 then damagesmoke(enemy) end @@ -249,12 +247,12 @@ function addtargetingenemy(x, y, speed) if enemy.shootcooldown < 0 and currentwavetime%1.5>1.2 then enemy.shootcooldown = 0.1 enemy.bulletcounter += 1 - local p = enemy.bulletcounter%#players+1 - if enemy.x < canshootatx and players[p].x < enemy.x+30 then --math involving a distance check to get the proper velocity for aiming - local distance = sqrt((players[p].x - enemy.x)^2+(players[p].y - enemy.y)^2) - local velx = (players[p].x - enemy.x)/distance - local vely = (players[p].y - enemy.y)/distance - addbullet(enemy.x-3, enemy.y, velx, vely) -- shoot if on screen + ptarget = enemy.bulletcounter%#players+1 + if enemy.x < canshootatx and players[ptarget].x < enemy.x+30 then --math involving a distance check to get the proper velocity for aiming + distancetarget = sqrt((players[ptarget].x - enemy.x)^2+(players[ptarget].y - enemy.y)^2) + velxtarget = (players[ptarget].x - enemy.x)/distancetarget + velytarget = (players[ptarget].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 end end @@ -287,7 +285,7 @@ function addlasershooter(x, y, points, speed, stay, isboss) function enemy:draw() if enemy.inv < 0 or flashtime then - local sprite = 64 + sprite = 64 if enemy.health < 10 then damagesmoke(enemy) sprite = 96 @@ -366,25 +364,25 @@ function addwallboss(x, y, length, points, speed, stay, move, isboss) enemy.bulletfired[i] = 0 end - function enemy.draw(enemy) - local x,y = enemy.x,enemy.y - local dmg = 0 + function enemy.draw() + x,y = enemy.x,enemy.y + dmgwall = 0 if enemy.health < enemy.starthealth*0.25 then damagesmoke(enemy) - dmg = 32 + dmgwall = 32 end if enemy.inv < 0 or flashtime then for i = 2, length-1, 1 do - spr(93+enemy.bulletfired[i]+dmg, x, -8+y+i*8) + spr(93+enemy.bulletfired[i]+dmgwall, x, -8+y+i*8) if i < length-2 then - spr(79+((i%3)%2*16)+dmg, x+8, -8+y+i*8, 1, 1, false, (i%3 == 2)) + spr(79+((i%3)%2*16)+dmgwall, x+8, -8+y+i*8, 1, 1, false, (i%3 == 2)) end end - spr(77+enemy.bulletfired[1]+dmg, x, y) - spr(77+enemy.bulletfired[1]+dmg, x, y+length*8-8, 1, 1, false, true) - spr(70+dmg,x+8,y,2,2) - spr(70+dmg,x+8,y+length*8-16,2,2,false,true) - spr(79+dmg,x+8,y+length*8-24,1,1, false, true) + spr(77+enemy.bulletfired[1]+dmgwall, x, y) + spr(77+enemy.bulletfired[1]+dmgwall, x, y+length*8-8, 1, 1, false, true) + spr(70+dmgwall,x+8,y,2,2) + spr(70+dmgwall,x+8,y+length*8-16,2,2,false,true) + spr(79+dmgwall,x+8,y+length*8-24,1,1, false, true) end end @@ -453,11 +451,11 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! shot = enemyshot, collide = enemycollide } - local points = 50 --points by default if killed by player + pointsbomb = 50 --points by default if killed by player - function enemy.draw(enemy) - local x,y = enemy.x,enemy.y - local sprite = 73 + function enemy.draw() + x,y = enemy.x,enemy.y + sprite = 73 if everysecondtimer > 0.5 then sprite = 75 end --animation if enemy.health < 7 then damagesmoke(enemy) @@ -465,11 +463,11 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! end if enemy.inv < 0 or flashtime then circfill(x+15, y+16, sin(enemy.shootcooldown^2)*3-enemy.shootcooldown, rnd({7,11,3})) - local offset = mid(0, -enemy.shootcooldown-2, 3) - spr(sprite, x, y-offset, 2, 2) - spr(sprite, x, y+16+offset, 2, 2, false, true) - spr(sprite, x+15, y-offset, 2, 2, true) - spr(sprite, x+15, y+16+offset, 2, 2, true, true) + offsetbomb = mid(0, -enemy.shootcooldown-2, 3) + spr(sprite, x, y-offsetbomb, 2, 2) + spr(sprite, x, y+16+offsetbomb, 2, 2, false, true) + spr(sprite, x+15, y-offsetbomb, 2, 2, true) + spr(sprite, x+15, y+16+offsetbomb, 2, 2, true, true) end end @@ -479,7 +477,7 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! for i = 1, 60, 1 do addbullet(enemy.x+16, enemy.y+16, sin(i/60), cos(i/60)) enemy.health = 0 - points = -40 --loss of points + pointsbomb = -40 --loss of points sfx(19,2) sfx(8,-2) end @@ -487,7 +485,7 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! enemy.x = lerp(enemy.x, 80, 0.02) end enemymisc(enemy) - enemydie(enemy,20,3,points) --die bastard!!!!!! + enemydie(enemy,20,3,pointsbomb) --die bastard!!!!!! --charge sound if enemy.x < 120 and everysecondtimer > 0.45 then if enemy.shootcooldown < -5 then @@ -502,7 +500,6 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! end ---move enemy more towards the centre of the screen to have room for portal function addmissileboss(x, y) --boss that shoots missiles!!! local enemy = { x = x, @@ -520,8 +517,8 @@ function addmissileboss(x, y) --boss that shoots missiles!!! collide = enemycollide } - function enemy.draw(enemy) - local sprite = 68 + function enemy.draw() + sprite = 68 if enemy.health < 11 then sprite = 100 damagesmoke(enemy) @@ -533,7 +530,7 @@ function addmissileboss(x, y) --boss that shoots missiles!!! end function enemy.update() - local playertarget = ceil((t()/2.4)%#players) + playertarget = ceil((t()/2.4)%#players) enemy.targetchangetimer -= ft --some cool different moves, shout out to dont get a virus fans! if currentwavetime%18 > 8 and currentwavetime%20 < 12 then @@ -553,9 +550,9 @@ function addmissileboss(x, y) --boss that shoots missiles!!! if enemy.shootcooldown < 0 then enemy.shootcooldown = 0.3 + rnd(1.2) if enemy.x < canshootatx and players[playertarget] ~= nil then - local offset = 2 - if currentwavetime%2 > 1 then offset = 30 end - addmissile(enemy.x, enemy.y+offset, playertarget) + offsetmissleboss = 2 + if currentwavetime%2 > 1 then offsetmissleboss = 30 end + addmissile(enemy.x, enemy.y+offsetmissleboss, playertarget) if enemy.health < 11 then sfx(15, 2) addbullet(enemy.x,enemy.y+16,(players[playertarget].x-enemy.x)/70,(players[playertarget].y-enemy.y-16)/70) @@ -590,10 +587,10 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! --thrusters that each fall off once the portal's health is 1/5th depleated function addportalthruster(x,y,id,isflipped) if id*40-40 < enemy.health then - local sprite = 128 + spritethruster = 128 isflipped = isflipped or 1 - if flashtime then sprite = 132 end --animation - spr(sprite, x, isflipped*(sin(time()*enemy.speed)*3.5)+y, 4, 2) + if flashtime then spritethruster = 132 end --animation + spr(spritethruster, x, isflipped*(sin(time()*enemy.speed)*3.5)+y, 4, 2) elseif rnd() < 0.4 then addcircle(x+20+rnd(4), y+rnd(6), -0.5, rnd(0.5)-0.25, rnd(7), 1.4, rnd({5,9})) end @@ -602,11 +599,11 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! function enemy:draw() -- portal local x,y,speed,amount = enemy.x-8,10+sin(time()*enemy.speed+0.2)*2,enemy.speed,enemy.amount - local ovaly1 = (sin(time()*speed-0.12)*amount/2)+y+24 + ovaly1 = (sin(time()*speed-0.12)*amount/2)+y+24 --local ovaly2 = (-sin(time()*speed-0.12)*amount/2)+y+84 - local ovaly2 = -ovaly1+128 + ovaly2 = -ovaly1+128 ovalfill(x+28,ovaly1,x+6,ovaly2,14) - local portalcolors = {11,3} + portalcolors = {11,3} for i = 1, 260, 1 do --cool swirling portal effect pset(x+17+sin(i/53.3465+t()/8)*i/24+sin(i/350.23548+t()), y+54+cos(i/53.3465+t()/8)*i/9,portalcolors[(ceil(i/20))%#portalcolors+1]) end @@ -614,10 +611,10 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! oval(x+28,ovaly1,x+6,ovaly2,11) addportalthruster(x-19,y-4,3) addportalthruster(x-19,y+97,4,-1) - local sprite = 136 - if enemy.health < 40 then sprite = 140 end - spr(sprite, x, (sin(time()*speed)*amount)+y, 4, 3) - spr(sprite, x, (-sin(time()*speed)*amount)+y+85, 4, 3, false,true) + spriteportal = 136 + if enemy.health < 40 then spriteportal = 140 end + spr(spriteportal, x, (sin(time()*speed)*amount)+y, 4, 3) + spr(spriteportal, x, (-sin(time()*speed)*amount)+y+85, 4, 3, false,true) addportalthruster(x+6,y-4,1) addportalthruster(x+6,y+97,2,-1) clip(0,0,x+17,128) @@ -655,7 +652,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! end, function() for i = 1, 7, 1 do - addwallshooter(100 + (54-i)*i, (i%2==1), 10, 0.4) + addwallshooter(100 + (54-i)*i, (i%2==1), 0.4) end addlasershooter(128,48,100,0.2,false,false) addbomb(128, 48, 9) |
