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-rw-r--r--enemies.lua30
1 files changed, 15 insertions, 15 deletions
diff --git a/enemies.lua b/enemies.lua
index 9b7b08c..28abc74 100644
--- a/enemies.lua
+++ b/enemies.lua
@@ -33,7 +33,7 @@ function addbasicenemy(x, y, sprite, health, speed)
--and reduce health
enemy.health -= 1
if enemy.health > 0 then
- sfx(16)
+ sfx(16, 2)
end
end
@@ -55,7 +55,7 @@ function addbasicenemy(x, y, sprite, health, speed)
enemy.shootcooldown = 0.5 + rnd(1.5)
if enemy.x < 129 then
addbullet(enemy.x-3, enemy.y, -1, 0, true, 2) -- shoot if on screen
- sfx(15) -- play shoot sound if on screen
+ sfx(15, 2) -- play shoot sound if on screen
end
end
if enemy.x < -8 then
@@ -71,7 +71,7 @@ function addbasicenemy(x, y, sprite, health, speed)
if shake < 3 then
shake = 2.5
end
- sfx(17)
+ sfx(17, 2)
del(enemies, enemy)
end
end
@@ -112,7 +112,7 @@ function addwallshooter(x, shootup, health, speed, offset, bulletspeed)
--and reduce health
enemy.health -= 1
enemy.inv = 0.5
- sfx(16)
+ sfx(16, 2)
end
function enemy.collide(object)
@@ -133,7 +133,7 @@ function addwallshooter(x, shootup, health, speed, offset, bulletspeed)
if not enemy.shoottoggle then --implemented a toggle so that the sound effect for firing gets played only once.
enemy.shoottoggle = true
if enemy.x < 128 then
- sfx(18)
+ sfx(18, 3)
end
end
enemy.shootcooldown = 0.08/enemy.bulletspeed
@@ -157,7 +157,7 @@ function addwallshooter(x, shootup, health, speed, offset, bulletspeed)
if shake < 3 then
shake = 2.5
end
- sfx(17)
+ sfx(17, 2)
del(enemies, enemy)
end
end
@@ -195,7 +195,7 @@ function addballshooter(x, y, health, speed)
--and reduce health
enemy.health -= 1
enemy.inv = 0.5
- sfx(16)
+ sfx(16, 2)
end
function enemy.collide(object)
@@ -219,7 +219,7 @@ function addballshooter(x, y, health, speed)
addbullet(enemy.x+4, enemy.y+4, sin(i/48)/2, cos(i/48)/2, true, 2)
end
end
- sfx(19) -- play shoot sound
+ sfx(19, 3) -- play shoot sound
end
end
if enemy.x < -24 then
@@ -238,7 +238,7 @@ function addballshooter(x, y, health, speed)
if shake < 3 then
shake = 12
end
- sfx(20)
+ sfx(20, 3)
explosion(enemy.x+4, enemy.y+4, 8*4, 8*2)
del(enemies, enemy)
end
@@ -272,7 +272,7 @@ function addtargetingenemy(x, y, health, speed)
--and reduce health
enemy.health -= 1
if enemy.health > 0 then
- sfx(16)
+ sfx(16, 2)
end
end
@@ -298,7 +298,7 @@ function addtargetingenemy(x, y, health, speed)
local velx = (players[p].x - enemy.x)/distance
local vely = (players[p].y - enemy.y)/distance
addbullet(enemy.x-3, enemy.y, velx, vely, true, 2) -- shoot if on screen
- sfx(15) -- play shoot sound if on screen
+ sfx(15, 2) -- play shoot sound if on screen
end
end
if enemy.x < -16 then
@@ -314,7 +314,7 @@ function addtargetingenemy(x, y, health, speed)
if shake < 3 then
shake = 3.5
end
- sfx(17)
+ sfx(17, 2)
explosion(enemy.x, enemy.y, 16, 8)
del(enemies, enemy)
end
@@ -357,7 +357,7 @@ function addlasershooter(x, y, speed, stay)
--and reduce health
enemy.health -= 1
if enemy.health > 0 then
- sfx(16)
+ sfx(16, 2)
end
end
@@ -385,7 +385,7 @@ function addlasershooter(x, y, speed, stay)
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 0.18
addbullet(enemy.x+6, enemy.y+20, -1, rnd(2)-1, true, 2) --shoooot!!!!!
- sfx(15) -- play shoot sound if on screen
+ sfx(15, 2) -- play shoot sound if on screen
end
end
@@ -425,7 +425,7 @@ function addlasershooter(x, y, speed, stay)
if shake < 3 then
shake = 6
end
- sfx(26)
+ sfx(26, 3)
del(enemies, enemy)
end
end