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--pallete replacement
pal(15,140,1)
pal(14,3,1) --5 tokens
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()
camera() --so the score doesn't shake
if gamerunning then
local scoreflash = false
if gameover then --gameover timer, it does a cute spinny! 😵
printdropshadow(ceil(respawntimer),63+circletimex,55+circletimey,6,5)
runningscore(currentscore,true) --flashes score
elseif players[1].health <=0 then
printdropshadow(ceil(players[1].inv),players[1].x+circletimex,players[1].y+circletimey,12,15)
runningscore(currentscore,true) --flashes score
elseif #players > 1 and players[2].health <=0 then
printdropshadow(ceil(players[2].inv),players[2].x+circletimex,players[2].y+circletimey,9,2)
runningscore(currentscore,true) --flashes score
else
runningscore(currentscore,false) --current game score
end
end
if not gamerunning or menuscroll < 1 then
menuscroll += scrollspeed
if not gamerunning then menushipscroll += ft end
for i = 1, 3, 1 do
spr(14+i*16, (-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
--main screen items
mainmenutext(24-menuscroll*150,53)
titlehighscores(52-menuscroll*110,82)
credits(10-menuscroll*140,108)
--intro acid transtition
acidcounter+=ft
acidtransition()
end
--final score screen and outro transition
if currentwave == 18 then
finalscorescreen(0,0)
--outro acid transition
if isoutro then
acidcounter-=ft
sfx(0,3,3)
acidtransition()
end
if acidcounter < -0.2 then run() end --resets cart
end
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