diff options
Diffstat (limited to 'players.lua')
| -rw-r--r-- | players.lua | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/players.lua b/players.lua index 608fb08..9f05676 100644 --- a/players.lua +++ b/players.lua @@ -8,8 +8,8 @@ function addplayer(x, y, sprite, bulletsprite) y = y, w = 8, h = 8, - sprite = sprite, - bulletsprite = bulletsprite, + --sprite = sprite, + --bulletsprite = bulletsprite, ymov = 0, inv = 2, id = #players, @@ -19,22 +19,22 @@ function addplayer(x, y, sprite, bulletsprite) shoot3 = false } - function player.draw(player) + function player:draw() -- print(player.health) --draw a different sprite when moving, and blink when hurt if (player.inv < 0 or ceil(player.inv*10%2) == 1) and player.health > 0 then if (player.ymov == 0) then - spr(player.sprite, player.x, player.y) + spr(sprite, player.x, player.y) elseif (player.ymov == 1) then - spr(player.sprite+1, player.x, player.y) + spr(sprite+1, player.x, player.y) elseif (player.ymov == -1) then - spr(player.sprite+1, player.x, player.y, 1, 1, false, true) + spr(sprite+1, player.x, player.y, 1, 1, false, true) end end end - function player.shot(player) + function player.shot() --when the player is shot, reduce health and make temporarily invincible --also remove any powerups, shake the screen, and spawn an explosion. player.health -= 1 @@ -59,11 +59,11 @@ function addplayer(x, y, sprite, bulletsprite) end end - function player.respawn(player) + function player.respawn() player.health = 3 player.inv = 3 for i = 1, 8, 1 do - addcircle(player.x+4, player.y+4, sin(i/8), cos(i/8), 2, 0.6, 7, 0) + addcircle(player.x+4, player.y+4, sin(i/8), cos(i/8), 2, 0.6, 7) end --normal and light respawn sfx for co-op if #players == 1 then @@ -73,7 +73,7 @@ function addplayer(x, y, sprite, bulletsprite) end end - function player.update(player) + function player:update() --movement if player.health > 0 then -- can only input if alive!!! if btn(0, player.id) then @@ -97,8 +97,8 @@ function addplayer(x, y, sprite, bulletsprite) --particles from rockets, and smoke/sparks from damage player.particlecooldown -= 1/60 if player.particlecooldown < 0 and player.health > 0 then - addcircle(player.x-1, player.y, -0.5, 0, 1.5, 0.5, 9, 0) - addcircle(player.x-1, player.y+7, -0.5, 0, 1.5, 0.5, 9, 0) + addcircle(player.x-1, player.y, -0.5, 0, 1.5, 0.5, 9) + addcircle(player.x-1, player.y+7, -0.5, 0, 1.5, 0.5, 9) if player.health < 3 then addcircle(player.x+rnd(8), player.y+rnd(8), rnd(1.5)-0.75, -1.5, 1, rnd(1)+0.5, 9, -0.1) if player.health < 2 then @@ -115,10 +115,10 @@ function addplayer(x, y, sprite, bulletsprite) --for i = 1, 4, 1 do --addcircle(player.x+3, player.y+4, rnd(1)+0.5, rnd(1)-0.5, 1.5, rnd(0.4), 12) --end - addbullet(player.x+3, player.y, 2, 0, false, player.bulletsprite) + addbullet(player.x+3, player.y, 2, 0, true, bulletsprite) if player.shoot3 then - addbullet(player.x+3, player.y+3, 2, 0.25, false, player.bulletsprite) - addbullet(player.x+3, player.y-3, 2, -0.25, false, player.bulletsprite) + addbullet(player.x+3, player.y+3, 2, 0.25, true, bulletsprite) + addbullet(player.x+3, player.y-3, 2, -0.25, true, bulletsprite) sfx(12, 2) else sfx(9, 2) |
