From 4f3bfa57d582d1f8a20da0c34cc7c94563570008 Mon Sep 17 00:00:00 2001 From: Chris Bradley <1029chris@gmail.com> Date: Sat, 19 Feb 2022 13:40:34 -0800 Subject: added back local variables, some more tokens gained target player now changes every second --- enemies.lua | 58 +++++++++++++++++++++++++++------------------------------- 1 file changed, 27 insertions(+), 31 deletions(-) (limited to 'enemies.lua') diff --git a/enemies.lua b/enemies.lua index b997c3b..e569c71 100644 --- a/enemies.lua +++ b/enemies.lua @@ -87,7 +87,7 @@ function addbasicenemy(x, y, speed) --basic small weak enemy } function enemy.draw() - sprite = enemy.sprite + local sprite = enemy.sprite if flr(sin(time()*speed)) ~= 0 then --if the ships heading up, change sprite sprite += 1 end @@ -149,7 +149,7 @@ function addwallshooter(x, shootup, speed, offset, bulletspeed) if enemy.shootcooldown < 0 then if (t()+enemy.offset)%1>0.5/enemy.bulletspeed then enemy.shootcooldown = 0.08/enemy.bulletspeed - velywall = -1 + local velywall = -1 if shootup then velywall = 1 end if enemy.x < 120 and enemy.x > 20 then addbullet(enemy.x, enemy.y, -speed, enemy.bulletspeed*velywall) @@ -188,7 +188,7 @@ function addballshooter(x, y, speed) function enemy.draw() if enemy.inv < 0 or flashtime then - sprite = 11 + local sprite = 11 if enemy.health < 4 then damagesmoke(enemy) sprite = 27 @@ -228,7 +228,6 @@ function addtargetingenemy(x, y, speed) health = 3, shootcooldown = rnd(0.4)+0.2, speed = speed, - bulletcounter = 0, shot = enemyshot, collide = enemycollide } @@ -246,12 +245,10 @@ function addtargetingenemy(x, y, speed) enemy.x -= speed if enemy.shootcooldown < 0 and currentwavetime%1.5>1.2 then enemy.shootcooldown = 0.1 - enemy.bulletcounter += 1 - 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 + if enemy.x < canshootatx and players[targetplayer].x < enemy.x+30 then --math involving a distance check to get the proper velocity for aiming + local distancetarget = sqrt((players[targetplayer].x - enemy.x)^2+(players[targetplayer].y - enemy.y)^2) + local velxtarget = (players[targetplayer].x - enemy.x)/distancetarget + local velytarget = (players[targetplayer].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 @@ -285,7 +282,7 @@ function addlasershooter(x, y, points, speed, stay, isboss) function enemy:draw() if enemy.inv < 0 or flashtime then - sprite = 64 + local sprite = 64 if enemy.health < 10 then damagesmoke(enemy) sprite = 96 @@ -365,8 +362,8 @@ function addwallboss(x, y, length, points, speed, stay, move, isboss) end function enemy.draw() - x,y = enemy.x,enemy.y - dmgwall = 0 + local x,y = enemy.x,enemy.y + local dmgwall = 0 if enemy.health < enemy.starthealth*0.25 then damagesmoke(enemy) dmgwall = 32 @@ -451,11 +448,11 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! shot = enemyshot, collide = enemycollide } - pointsbomb = 50 --points by default if killed by player + local pointsbomb = 50 --points by default if killed by player function enemy.draw() - x,y = enemy.x,enemy.y - sprite = 73 + local x,y = enemy.x,enemy.y + local sprite = 73 if everysecondtimer > 0.5 then sprite = 75 end --animation if enemy.health < 7 then damagesmoke(enemy) @@ -463,7 +460,7 @@ 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})) - offsetbomb = mid(0, -enemy.shootcooldown-2, 3) + local 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) @@ -518,7 +515,7 @@ function addmissileboss(x, y) --boss that shoots missiles!!! } function enemy.draw() - sprite = 68 + local sprite = 68 if enemy.health < 11 then sprite = 100 damagesmoke(enemy) @@ -530,14 +527,13 @@ function addmissileboss(x, y) --boss that shoots missiles!!! end function enemy.update() - 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 enemy.targety = flr(everysecondtimer*1.99)*96 elseif currentwavetime%18 > 17.3 then --INTIMIDATION TACTICS!!!!! - enemy.targety = players[playertarget].y - enemy.targetx = players[playertarget].x+24 + enemy.targety = players[targetplayer].y + enemy.targetx = players[targetplayer].x+24 enemy.shootcooldown = 0.4 end enemy.x = lerp(enemy.x, enemy.targetx, enemy.speed) @@ -549,13 +545,13 @@ function addmissileboss(x, y) --boss that shoots missiles!!! end if enemy.shootcooldown < 0 then enemy.shootcooldown = 0.3 + rnd(1.2) - if enemy.x < canshootatx and players[playertarget] ~= nil then - offsetmissleboss = 2 + if enemy.x < canshootatx and players[targetplayer] ~= nil then + local offsetmissleboss = 2 if currentwavetime%2 > 1 then offsetmissleboss = 30 end - addmissile(enemy.x, enemy.y+offsetmissleboss, playertarget) + addmissile(enemy.x, enemy.y+offsetmissleboss, targetplayer) 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) + addbullet(enemy.x,enemy.y+16,(players[targetplayer].x-enemy.x)/70,(players[targetplayer].y-enemy.y-16)/70) -- ERROR attempting to find a non existant player end enemy.speed += 0.001 @@ -587,7 +583,7 @@ 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 - spritethruster = 128 + local spritethruster = 128 isflipped = isflipped or 1 if flashtime then spritethruster = 132 end --animation spr(spritethruster, x, isflipped*(sin(time()*enemy.speed)*3.5)+y, 4, 2) @@ -599,11 +595,11 @@ 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 - ovaly1 = (sin(time()*speed-0.12)*amount/2)+y+24 + local ovaly1 = (sin(time()*speed-0.12)*amount/2)+y+24 --local ovaly2 = (-sin(time()*speed-0.12)*amount/2)+y+84 - ovaly2 = -ovaly1+128 + local ovaly2 = -ovaly1+128 ovalfill(x+28,ovaly1,x+6,ovaly2,14) - portalcolors = {11,3} + local 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 @@ -611,7 +607,7 @@ 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) - spriteportal = 136 + local 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) @@ -629,7 +625,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! addbullet(110,64, rnd(0.5)-1, rnd(2)-1) end if rnd() < 0.4 then - addmissile(110, 60, 1) + addmissile(110, 60, targetplayer) end end if rnd() < 0.4 then -- cgit