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-rw-r--r--waves.lua34
1 files changed, 18 insertions, 16 deletions
diff --git a/waves.lua b/waves.lua
index 193ecbb..c8eace4 100644
--- a/waves.lua
+++ b/waves.lua
@@ -5,6 +5,7 @@ delaytimer = 0
everysecondtimer = 0
checkpoint = 1
bossmusic = false
+targetplayer = 1
--NOTE - slow BG during boss waves / make bosses their own checkpoint
@@ -49,7 +50,7 @@ wave[3] = {
wave[4] = {
delay = 0,
start = function()
- addwallshooter(140, true, 10, 0.4)
+ addwallshooter(140, true, 0.4)
addbasicenemy(128, 30, 0.5)
addtargetingenemy(155, 60, 0.15)
addbasicenemy(128, 90, 0.5)
@@ -64,7 +65,7 @@ wave[5] = {
delay = 2,
start = function()
for i = 1, 12, 1 do
- addwallshooter(100 + (54-i)*i, (i%2==1), 10, 0.4)
+ addwallshooter(100 + (54-i)*i, (i%2==1), 0.4)
end
addpickup(490, 60, "health")
end,
@@ -117,8 +118,8 @@ wave[8] = {
delay = 1,
start = function()
addballshooter(140, 56, 0.2)
- addwallshooter(120, true, 10, 0.3)
- addwallshooter(220, true, 10, 0.3)
+ addwallshooter(120, true, 0.3)
+ addwallshooter(220, true, 0.3)
addbasicenemy(128, 30, 0.5)
addbasicenemy(128, 110, 0.5)
addbasicenemy(140, 30, 0.2)
@@ -131,10 +132,10 @@ wave[9] = {
start = function()
addtargetingenemy(128,1,0.1)
addtargetingenemy(262,60,0.2)
- addwallshooter(138, true, 10, 0.4, 0)
- addwallshooter(144, true, 10, 0.4, 0)
- addwallshooter(185, false, 10, 0.4, 0)
- addwallshooter(230, true, 10, 0.4)
+ addwallshooter(138, true, 0.4, 0)
+ addwallshooter(144, true, 0.4, 0)
+ addwallshooter(185, false, 0.4, 0)
+ addwallshooter(230, true, 0.4)
addballshooter(230, 56, 0.2)
end,
conditions = function()
@@ -161,8 +162,8 @@ wave[11] = {
delay = 1,
start = function()
for i = 1, 3, 1 do
- addwallshooter(128+i*65, true, 10, 0.4, 0, 0.68)
- addwallshooter(128+i*65, false, 10, 0.4, 0, 0.68)
+ addwallshooter(128+i*65, true, 0.4, 0, 0.68)
+ addwallshooter(128+i*65, false, 0.4, 0, 0.68)
end
addballshooter(200, 56, 0.2)
end,
@@ -220,11 +221,11 @@ wave[16] = {
end,
everysecond = function ()
if flr(currentwavetime%6) == 5 and currentwavetime < 20 then
- local y = 16
- if players[1].y > 64 then
- y = 80
+ ylaserpos = 16
+ if players[targetplayer].y > 64 then
+ ylaserpos = 80
end
- addlasershooter(128, y, 50, 0.1, false)
+ addlasershooter(128, ylaserpos, 50, 0.1, false)
end
end
}
@@ -272,9 +273,9 @@ wave[19] = {
wave[20] = {
delay = 3,
start = function()
- if #players == 1 and highscore0 < currentscore then
+ if not coopmode and highscore0 < currentscore then
dset(0, currentscore) --set singleplayer score
- elseif #players > 1 and highscore1 < currentscore then
+ elseif coopmode and highscore1 < currentscore then
dset(1, currentscore) --set multiplayer score
end
end,
@@ -285,6 +286,7 @@ wave[20] = {
foreach(wave, function(wave) if not wave.conditions then wave.conditions = function() if #enemies < 1 then return true end end end end) --if there are no conditons for a wave, give them one. look at all those ends!!!!
function updatewaves()
+ if coopmode then targetplayer = rnd({1,2}) end
currentwavetime += ft
everysecondtimer += ft
if everysecondtimer >= 1 then