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function addbullet(x, y, velx, vely, evil, sprite)
local bullet = {}
bullet.sprite = sprite
bullet.evil = evil
bullet.x = x
bullet.y = y
bullet.velx = velx
bullet.vely = vely
function bullet.draw(bullet)
spr(bullet.sprite, bullet.x, bullet.y)
end
function bullet.collide(object)
if bullet.x+4 >= object.x and bullet.x+4 <= object.x+object.w and bullet.y+4 >= object.y and bullet.y+4 <= object.y+object.h and object.inv < 0 then
object:shot()
del(obj, bullet)
end
end
function bullet.accurate_collide(object)
if bullet.x+4 >= object.x-2 and bullet.x+4 <= object.x+2+object.w and bullet.y+4 >= object.y-2 and bullet.y+4 <= object.y+object.h+2 then
object:shot()
del(obj, bullet)
end
end
function bullet.update(bullet)
--applying velocity
bullet.x += bullet.velx
bullet.y += bullet.vely
--collision detection
if bullet.evil then
foreach(players, bullet.collide)
elseif bullet.evil == false then
foreach(enemies, bullet.accurate_collide)
end
--delete bullet if off screen
if bullet.y > 128 or bullet.y < -8 or bullet.x > 128 or bullet.x < -8 then
del(obj, bullet)
end
end
add(obj, bullet)
end
function addlaser(x, y, r)
local laser = {}
--lasers!!!!!!!!!!!!!!!
laser.x = x
laser.y = y
laser.r = r
laser.timer = 0
laser.playingsound = false
function laser.draw(laser)
if laser.timer > 1.5 then
local radius = (min(laser.timer*laser.r*0.7,laser.r)+sin(t()*6))-mid(0, laser.timer-3, laser.r)*laser.r
for i = -10, laser.x, 1 do
line(i, laser.y+radius*sin(t()*3+i/(10+laser.timer^3.5))*1.6, i, laser.y-radius*sin(t()*3+i/(10+laser.timer^3.5))*1.6, 14)
pset(i, laser.y+(cos(t()*1.5+i/50)+sin(i/4.32535+t())*2)*radius/1.8, 14)
end
circfill(laser.x, laser.y, radius, 14)
rectfill(-10, laser.y-radius, laser.x, laser.y+radius, 14)
circfill(laser.x, laser.y, radius*0.7, 11)
rectfill(-10, laser.y-radius*0.7, laser.x, laser.y+radius*0.7, 11)
circfill(laser.x, laser.y, radius*0.3, 7)
rectfill(-10, laser.y-radius*0.3, laser.x, laser.y+radius*0.3, 7)
else
circfill(laser.x, laser.y, laser.timer*4+sin(t()*8), 11)
circfill(laser.x, laser.y, laser.timer*2+sin(t()*8), 7)
for i = mid(-5, laser.x-laser.timer*laser.x,laser.x), laser.x, 1 do
pset(i, laser.y+sin(i/6.32535-t())*2, 11)
pset(i, laser.y+cos(t()*1.5+i/30)*laser.timer*2+sin(i/8.32535+t()), 14)
end
end
end
function laser.collide(object)
if object.x < laser.x and laser.y+laser.r*2 > object.y+object.h and laser.y-laser.r*2 < object.y and object.inv < 0 then
object:shot()
end
end
function laser.update(laser)
laser.timer += 1/60
--collision detection after the warm up
if laser.timer > 1.5 and laser.timer < 4.2 then
if not laser.playingsound then
sfx(24)
laser.playingsound = true
end
shake = rnd(8)/laser.timer
foreach(players, laser.collide)
end
--delete laser once its done
if laser.timer > 4 then
del(obj, laser)
sfx(24, -2)
sfx(25)
for i = 1, 16, 1 do
addcircle(rnd(laser.x), laser.y-laser.r/2+rnd(laser.r), -0.5, -0.5, rnd(3), rnd(2), rnd({11,14,7}), 0)
end
end
end
add(obj, laser)
sfx(23)
end
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