--pallete replacement pal(15,140,1) pal(14,3,1) pal(13,133,1) pal(11,139,1) pal(10,137,1) pal(8,136,1) pal(4,141,1) pal(3,131,1) pal(0,130,1) drawbg() drawobjs() if gamerunning then if gameover then --gameover timer, it does a cute spinny! print(ceil(respawntimer), 62+sin(t())*3,61+cos(t())*3, 4) print(ceil(respawntimer), 62+sin(t())*3,60+cos(t())*3, 7) elseif players[1].health <=0 then print(ceil(players[1].inv), players[1].x+sin(t())*3, players[1].y+cos(t())*3+1, 4) print(ceil(players[1].inv), players[1].x+sin(t())*3, players[1].y+cos(t())*3, 12) elseif #players > 1 and players[2].health <=0 then print(ceil(players[2].inv), players[2].x+sin(t())*3, players[2].y+cos(t())*3+1, 4) print(ceil(players[2].inv), players[2].x+sin(t())*3, players[2].y+cos(t())*3, 9) end end if not gamerunning or menuscroll < 1 then menuscroll += scrollspeed if not gamerunning then menushipscroll += 1/60 end for i = 1, 3, 1 do spr(basicenemysprites[i%#basicenemysprites+1], (-menushipscroll*(i*20)+(sin(i/3)*128)+8)%(128+8)-1*8-menuscroll*240, i*36+sin(menushipscroll*i/3)*i*2-20-menuscroll*50,1,1) end if t() < 1 then drawlogo(24-menuscroll*120,19.5+sin(0.25+t()*0.5)*6.5) else drawlogo(24-menuscroll*120,26) end mainmenutext(24-menuscroll*150,62) credits(10-menuscroll*140,108) if t() < 2 then for i = 1, 128, 1 do line(i-1,128,i-1,sin((i+0.22-t()*20)/24.357)*2+t()*80-10,11) --cool wavy transition effect!!!! line(i-1,128,i-1,sin((i+t()*60)/44.357)*5+t()*80-5,3) end addcircle(rnd(128), t()*80, 0,rnd(1),rnd(12)+2,1.5,14,0) end end -- print(#obj)