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enemies = {}
basicenemysprites = {14, 30, 46, 62} --these are all possible 8x8 basic enemy sprites
--Basic, small 8x8 customizable enemy. Very reusable!
function addbasicenemy(x, y, sprite, health, speed)
local enemy = {}
enemy.x = x
enemy.y = y
enemy.w = 8
enemy.h = 8
enemy.inv = -1
enemy.sprite = sprite
enemy.health = health
enemy.shootcooldown = rnd(2)+1
enemy.speed = speed
function enemy.draw(enemy)
local sprite = enemy.sprite
if flr(sin(time()*speed)) ~= 0 then --if the ships heading up, change sprite
sprite += 1
end
if enemy.inv < 0 or ceil(enemy.inv*10%2) == 1 then
spr(sprite, enemy.x, enemy.y)
end
end
function enemy.shot(enemy)
--explode
explosion(enemy.x, enemy.y)
enemy.inv = 0.5
--and reduce health
enemy.health -= 1
if enemy.health > 0 then
sfx(16)
end
end
function enemy.collide(object) --f this enemy collides with something, do damage to both it and itself. also EXPLODE!!!
if enemy.x+4 >= object.x and enemy.x+4 <= object.x+object.w and enemy.y+4 >= object.y and enemy.y+4 <= object.y+object.h and object.inv < 0 then
object:shot()
explosion(enemy.x+4, enemy.y+4)
enemy.health -= 2
end
end
function enemy.update()
enemy.x -= speed
enemy.y += sin(time()*speed)*speed
enemy.shootcooldown -= 1/60
enemy.inv -= 1/60
foreach(players, enemy.collide)
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 0.5 + rnd(1.5)
if enemy.x < 129 then
addbullet(enemy.x-3, enemy.y, -1, 0, true, 2) -- shoot if on screen
sfx(15) -- play shoot sound if on screen
end
end
if enemy.x < -8 then
del(enemies, enemy) -- delete enemy if off screen
end
if enemy.health <= 0 then -- die!!!!!
for i = 1, rnd(6)+6, 1 do
addcircle(enemy.x+rnd(8), enemy.y+rnd(8), rnd(4)-2, -rnd(2)-1, 1, 2, rnd({3, 11, 9}), -0.1)
end
if rnd(100) > 95 then
addpickup(enemy.x, enemy.y)
end
if shake < 3 then
shake = 2.5
end
sfx(17)
del(enemies, enemy)
end
end
add(enemies, enemy)
end
--SHOOTER THAT SHOOTS BIG WALLS!!!!!!
function addwallshooter(x, shootup, health, speed, offset, bulletspeed)
local enemy = {}
enemy.x = x
enemy.y = 119
enemy.sprite = 60
enemy.offset = offset or rnd()
if shootup then
enemy.y = 1
enemy.sprite = 44
end
enemy.w = 8
enemy.h = 8
enemy.inv = -1
enemy.health = health
enemy.shootcooldown = 0
enemy.speed = speed
enemy.shoottoggle = true
enemy.bulletspeed = bulletspeed or 1
function enemy.draw(enemy)
if enemy.inv < 0 or ceil(enemy.inv*10%2) == 1 then
spr(enemy.sprite+t()*10%2, enemy.x, enemy.y)
end
end
function enemy.shot(enemy)
--explode
explosion(enemy.x, enemy.y)
--and reduce health
enemy.health -= 1
enemy.inv = 0.5
sfx(16)
end
function enemy.collide(object)
if enemy.x+4 >= object.x and enemy.x+4 <= object.x+object.w and enemy.y+4 >= object.y and enemy.y+4 <= object.y+object.h and object.inv < 0 then
object:shot()
explosion(enemy.x, enemy.y)
enemy.health -= 2
end
end
function enemy.update()
enemy.x -= speed
enemy.shootcooldown -= 1/60
enemy.inv -= 1/60
foreach(players, enemy.collide)
if enemy.shootcooldown < 0 then
if (t()+enemy.offset)%1>0.5/enemy.bulletspeed then
if not enemy.shoottoggle then --implemented a toggle so that the sound effect for firing gets played only once.
enemy.shoottoggle = true
if enemy.x < 128 then
sfx(18)
end
end
enemy.shootcooldown = 0.08/enemy.bulletspeed
local vely = -1
if shootup then vely = 1 end
addbullet(enemy.x, enemy.y, -enemy.speed, enemy.bulletspeed*vely, true, 2)
else
enemy.shoottoggle = false
end
end
if enemy.x < -8 then
del(enemies, enemy) --if off screen, get deleted nerd
end
if enemy.health <= 0 then
for i = 1, rnd(6)+6, 1 do
addcircle(enemy.x+rnd(8), enemy.y+rnd(8), rnd(4)-2, -rnd(2)-1, 1, 2, rnd({3, 11, 9}), -0.1)
end
if rnd(100) > 95 then
addpickup(enemy.x, enemy.y)
end
if shake < 3 then
shake = 2.5
end
sfx(17)
del(enemies, enemy)
end
end
add(enemies, enemy)
end
--Big ol fella that shoots CIRCLES of BULLETS!!!!!!
function addballshooter(x, y, health, speed)
local enemy = {}
enemy.x = x
enemy.y = y
enemy.offset = rnd()
enemy.w = 8*3
enemy.h = 8*2
enemy.inv = -1
enemy.health = health
enemy.shootcooldown = 0
enemy.speed = speed
function enemy.draw(enemy)
if enemy.inv < 0 or ceil(enemy.inv*10%2) == 1 then
local sprite = 56
local damaged = (enemy.health < 7)
if damaged then sprite = 40 end
spr(sprite, enemy.x, enemy.y, 3, 1, false, not damaged)
spr(sprite, enemy.x, enemy.y+8, 3, 1, false, damaged)
end
end
function enemy.shot(enemy)
--explode
explosion(enemy.x+rnd(16), enemy.y+rnd(8))
--and reduce health
enemy.health -= 1
enemy.inv = 0.5
sfx(16)
end
function enemy.collide(object)
if enemy.x+4 >= object.x and enemy.x+4 <= object.x+object.w and enemy.y+4 >= object.y and enemy.y+4 <= object.y+object.h and object.inv < 0 then
object:shot()
explosion(enemy.x+4, enemy.y+4, 8*4, 8*2)
enemy.health -= 3
end
end
function enemy.update()
enemy.x -= speed
enemy.shootcooldown -= 1/60
enemy.inv -= 1/60
foreach(players, enemy.collide)
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 2
if enemy.x < 129 then
for i = 1, 48, 1 do --shoot ring of bullets if on screen
if sin(i/48) < 0.3 and sin((i+currentwavetime)/8) < 0.4 then
addbullet(enemy.x+4, enemy.y+4, sin(i/48)/2, cos(i/48)/2, true, 2)
end
end
sfx(19) -- play shoot sound
end
end
if enemy.x < -24 then
del(enemies, enemy) --delete enemy if off screen
end
if enemy.health < 8 then --smokes when damaged!
addcircle(enemy.x+20+rnd(8), enemy.y+4+rnd(8), -0.5, -0.2, rnd(8), rnd(1)+0.7, 5, 0)
end
if enemy.health <= 0 then
for i = 1, 24, 1 do
addcircle(enemy.x+rnd(8), enemy.y+rnd(8), rnd(4)-2, -rnd(2)-1, 1, 2, rnd({3, 11, 9}), -0.1)
end
if rnd(100) > 70 then
addpickup(enemy.x, enemy.y)
end
if shake < 3 then
shake = 12
end
sfx(20)
explosion(enemy.x+4, enemy.y+4, 8*4, 8*2)
del(enemies, enemy)
end
end
add(enemies, enemy)
end
function addtargetingenemy(x, y, health, speed)
local enemy = {}
enemy.x = x
enemy.y = y
enemy.w = 16
enemy.h = 8
enemy.inv = -1
enemy.health = health
enemy.shootcooldown = rnd(0.4)+0.2
enemy.speed = speed
enemy.bulletcounter = 0
function enemy.draw(enemy)
if enemy.inv < 0 or ceil(enemy.inv*10%2) == 1 then
spr(21, enemy.x, enemy.y, 2, 1)
end
end
function enemy.shot(enemy)
--explode
explosion(enemy.x, enemy.y)
enemy.inv = 0.5
--and reduce health
enemy.health -= 1
if enemy.health > 0 then
sfx(16)
end
end
function enemy.collide(object) --f this enemy collides with something, do damage to both it and itself. also EXPLODE!!!
if enemy.x+4 >= object.x and enemy.x+4 <= object.x+object.w and enemy.y+4 >= object.y and enemy.y+4 <= object.y+object.h and object.inv < 0 then
object:shot()
explosion(enemy.x+4, enemy.y+4)
enemy.health -= 2
end
end
function enemy.update()
enemy.x -= speed
enemy.shootcooldown -= 1/60
enemy.inv -= 1/60
foreach(players, enemy.collide)
if enemy.shootcooldown < 0 and currentwavetime%1.5>1.2 then
enemy.shootcooldown = 0.1
enemy.bulletcounter += 1
local p = enemy.bulletcounter%#players+1
if enemy.x < 129 and players[p].x < enemy.x+30 then --math involving a distance check to get the proper velocity for aiming
local distance = sqrt((players[p].x - enemy.x)^2+(players[p].y - enemy.y)^2)
local velx = (players[p].x - enemy.x)/distance
local vely = (players[p].y - enemy.y)/distance
addbullet(enemy.x-3, enemy.y, velx, vely, true, 2) -- shoot if on screen
sfx(15) -- play shoot sound if on screen
end
end
if enemy.x < -16 then
del(enemies, enemy) -- delete enemy if off screen
end
if enemy.health <= 0 then -- die!!!!!
for i = 1, rnd(6)+6, 1 do
addcircle(enemy.x+rnd(8), enemy.y+rnd(16), rnd(4)-2, -rnd(2)-1, 1, 2, rnd({3, 11, 9}), -0.1)
end
if rnd(100) > 85 then
addpickup(enemy.x, enemy.y)
end
if shake < 3 then
shake = 3.5
end
sfx(17)
explosion(enemy.x, enemy.y, 16, 8)
del(enemies, enemy)
end
end
add(enemies, enemy)
end
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