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|
enemies = {}
canshootatx = 126 --the point on screen when they can start shooting. this needs to be a thing for the final boss portal
function killallenemies()
for i = 1, #enemies, 1 do
enemies[i].health = -1
end
end
--universal functions:
function enemyshot(enemy)
enemy.inv = 0.5
--reduce health
enemy.health -= 1
if enemy.health > 0 then
sfx(16, 2)
--explosion(enemy.x+rnd(enemy.w), enemy.y+rnd(enemy.h)) --explode!!!!!!
end
end
function enemycollide(enemy, object) --f this enemy collides with something, do damage to both it and itself. also EXPLODE!!!
local rnd,explosion = rnd,explosion
local _ENV = enemy --trying to save tokens?
if x <= object.x+object.w and x+w >= object.x and y <= object.y +object.h and y+h >= object.y and object.inv < 0 then
object:shot()
explosion(x+4+rnd(w-4), y+4*rnd(h-4))
health -= 2
end
end
function enemydie(enemy, sound, soundchannel, points, isboss, drop)
--the drop option is a stupid hack, only the final boss gets to use it.
if enemy.health < 1 then --no health? die.
local x,y = enemy.x,enemy.y
for i = 1, rnd(enemy.h)+6, 1 do
addcircle(x+rnd(enemy.w), y+rnd(enemy.h), rnd(4)-2, -rnd(2)-1, 1, 2, rnd({3, 11, 9}), -0.1)
end
if rnd(100) < sqrt(enemy.w*enemy.h)/1.5 and not drop then --you get a better chance of a randomly dropped health from bigger enemies
addpickup(x+rnd(enemy.w), y+rnd(enemy.h), 48)
end
if isboss then
playsong(-1, 3000)
sfx(60,-2) --stop missle sound, less tokens to just have it here.
despawnallbullets = true
killallenemies()
if not gameover and not drop then
addpickup(x+rnd(32), y+rnd(32))
addpickup(x+rnd(32), y+rnd(32), 48)
end
end
if shake < 3 then
shake = enemy.h/2
end
currentscore += points
sfx(sound, soundchannel)
explosion(x, y, enemy.w, enemy.h)
del(enemies, enemy)
enemy.x,enemy.y = x,y
end
end
function enemymisc(enemy) --misc stuff every enemy needs
enemy.shootcooldown -= ft
enemy.inv -= ft
foreach(players, function(player) enemy:collide(player) end)
if enemy.x < -enemy.w then
del(enemies, enemy) -- delete enemy if off screen
end
end
function addbasicenemy(x, y, speed) --basic small weak enemy
local enemy = {
x = x,
y = y,
w = 8,
h = 8,
inv = -1,
sprite = rnd({14, 30, 46, 62}), --these are all possible 8x8 basic enemy sprites
health = 1,
shootcooldown = rnd(2)+1,
speed = speed,
shot = enemyshot,
collide = enemycollide
}
function enemy.draw()
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 flashtime then
spr(sprite, enemy.x, enemy.y)
end
end
function enemy.update()
enemy.x -= speed
enemy.y += sin(time()*speed)*speed
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 0.5 + rnd(1.5)
if enemy.x < canshootatx and enemy.x > 5 then
addbullet(enemy.x-3, enemy.y, -1, 0) -- shoot if on screen
sfx(15, 2) -- play shoot sound if on screen
end
end
enemymisc(enemy)
enemydie(enemy,17,2,10) --die!!!!
end
add(enemies, enemy)
end
--SHOOTER THAT SHOOTS BIG WALLS!!!!!!
function addwallshooter(x, shootup, speed, offset, bulletspeed)
local enemy = {
x = x,
y = 119,
sprite = 60,
offset = offset or rnd(),
w = 8,
h = 8,
inv = -1,
health = 10, --10
shootcooldown = 0,
-- speed = speed,
shoottoggle = true,
bulletspeed = bulletspeed or 1,
shot = enemyshot,
collide = enemycollide
}
if shootup then
enemy.y = 1
enemy.sprite = 44
end
function enemy.draw()
if enemy.health < 3 then damagesmoke(enemy) end
if enemy.inv < 0 or flashtime then
spr(enemy.sprite+t()*10%2, enemy.x, enemy.y)
end
end
function enemy.update()
enemy.x -= speed
if enemy.shootcooldown < 0 then
if (t()+enemy.offset)%1>0.5/enemy.bulletspeed then
enemy.shootcooldown = 0.08/enemy.bulletspeed
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)
if not enemy.shoottoggle then --implemented a toggle so that the sound effect for firing gets played only once.
enemy.shoottoggle = true
sfx(18, 3)
end
end
else
enemy.shoottoggle = false
end
end
enemymisc(enemy)
enemydie(enemy,17,2,15)
end
add(enemies, enemy)
end
--Big ol fella that shoots CIRCLES of BULLETS!!!!!!
function addballshooter(x, y, speed)
local enemy = {
x = x,
y = y,
offset = rnd(),
w = 8*3,
h = 8*2,
inv = -1,
health = 12,
shootcooldown = 0,
speed = speed,
shot = enemyshot,
collide = enemycollide
}
function enemy.draw()
if enemy.inv < 0 or flashtime then
local sprite = 9
if enemy.health < 4 then
damagesmoke(enemy)
sprite = 41
end
-- spr(sprite, enemy.x, enemy.y, 3, 1, false, true)
spr(sprite, enemy.x, enemy.y, 3, 2) --non-flipped image for token's sake
end
end
function enemy.update()
enemy.x -= speed
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 2
if enemy.x < canshootatx and enemy.x > 0 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)
end
end
sfx(19, 3) -- play shoot sound
end
end
enemymisc(enemy)
enemydie(enemy,20,3,40)
end
add(enemies, enemy)
end
function addtargetingenemy(x, y, speed)
local enemy = {
x = x,
y = y,
w = 16,
h = 8,
inv = -1,
health = 3,
shootcooldown = rnd(0.4)+0.2,
speed = speed,
shot = enemyshot,
collide = enemycollide
}
function enemy.draw()
if enemy.health < 2 then
damagesmoke(enemy)
end
if enemy.inv < 0 or flashtime then
spr(28, enemy.x, enemy.y, 2, 1)
end
end
function enemy.update()
enemy.x -= speed
if enemy.shootcooldown < 0 and currentwavetime%1.5>1.2 then
enemy.shootcooldown = 0.1
local player = players[targetplayer]
if enemy.x < canshootatx and player.x < enemy.x+30 then --math involving a distance check to get the proper velocity for aiming
local distancetarget = sqrt((player.x - enemy.x)^2+(player.y - enemy.y)^2)
local velxtarget = (player.x - enemy.x)/distancetarget
local velytarget = (player.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
end
enemymisc(enemy)
enemydie(enemy,17,2,20)
end
add(enemies, enemy)
end
function addlasershooter(x, y, points, speed, stay, isboss)
local enemy = {
x = x+128,
y = y,
w = 8*4,
h = 8*4,
speed = speed,
stay = stay,
inv = -1,
health = 42 * #players, -- double health if 2 player --42
lasertimer = 0,
firedlaser = false,
shootcooldown = 0,
moveoffset = 0,
sinspeed = 4,
shot = enemyshot,
collide = enemycollide
}
if stay then enemy.y = 48 end
function enemy:draw()
if enemy.inv < 0 or flashtime then
local sprite = 5
if enemy.health < 10 then
damagesmoke(enemy)
sprite = 65
end
spr(sprite,enemy.x,enemy.y,4,2) --non-flipped sprite to reduce tokens
-- spr(sprite,enemy.x+0,enemy.y+16,4,2,false,true)
end
end
function enemy.update()
if enemy.x > 90 or (not stay and enemy.lasertimer > 4) then --enemy lerps into place when first added, and if they leave they speed up
enemy.x -= enemy.speed/2
if enemy.lasertimer > 4 then
enemy.speed += 0.025
else
enemy.x = lerp(enemy.x, 90, 0.03)
end
end
if enemy.lasertimer > 4 and stay then
enemy.y = 48 + sin(enemy.moveoffset+enemy.lasertimer/enemy.sinspeed) * 40
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 0.18
addbullet(enemy.x+6, enemy.y+20, -1, rnd(2)-1) --shoooot!!!!!
sfx(15, 2)
end
end
if enemy.x <= 90 then
if not enemy.firedlaser then
addlaser(enemy.x+6, enemy.y+16, 10, enemy)
enemy.moveoffset = rnd({0,0.5}) --add offset so not moving in same direction each time
enemy.sinspeed = rnd({4,4,4,4,4,1,8,2}) --add differing speeds to sin up and down randomly
if enemy.health < 20*#players then
enemy.sinspeed /= 2
end
end
enemy.firedlaser = true
enemy.lasertimer += ft
if enemy.lasertimer > 8 and stay then
enemy.firedlaser = false
enemy.lasertimer = 0
end
end
enemymisc(enemy)
enemydie(enemy,21,3,points,isboss)
end
add(enemies, enemy)
end
--ERROR damage model has incorrect tiling for endings and lights
function addwallboss(x, y, length, points, speed, stay, move, isboss)
local enemy = {
stay = stay or false,
move = move or 1,
x = x,
y = y,
length = mid(4,length,16),
w = 16,
h = 8*length,
inv = -1,
health = 3.5*length*#players, --3.5
shootcooldown = 3,
speed = speed,
shot = enemyshot,
collide = enemycollide
}
bulletfired = {}
enemy.starthealth = enemy.health
if isboss then enemy.health *= 4 end -- triple health if the boss
for i = 1, length, 1 do
bulletfired[i] = 0
end
function enemy.draw()
local x,y = enemy.x,enemy.y
local dmgwall = 0
if enemy.health < enemy.starthealth*0.25 then
damagesmoke(enemy)
dmgwall = 32
end
if enemy.inv < 0 or flashtime then
for i = 2, length-1, 1 do
spr(93+bulletfired[i]+dmgwall, x, -8+y+i*8)
if i < length-2 then
spr(79+((i%3)%2*16)+dmgwall, x+8, -8+y+i*8, 1, 1, false, (i%3 == 2))
end
end
spr(77+bulletfired[1]+dmgwall, x, y)
spr(77+bulletfired[1]+dmgwall, x, y+length*8-8, 1, 1, false, true)
spr(70+dmgwall,x+8,y,2,2)
spr(70+dmgwall,x+8,y+length*8-16,2,2,false,true)
spr(79+dmgwall,x+8,y+length*8-24,1,1, false, true)
end
end
function enemy.update()
if not enemy.stay then
enemy.x -= speed
else
enemy.x = lerp(enemy.x, 102, 0.025) --lerp if boss
enemy.move = flr((currentwavetime/5)%5) -- loops through moveset
end
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 0.095
if enemy.x < canshootatx then
local function attack(i, move) -- these are all the conditions to shoot depending on what "move" this guys on
if move == 0 and (flr((t()*4)%length) == i or flr((-t()*4)%length) == i) and i%2 == 1 then --this one shoots lines in a pattern
return true
elseif move == 1 then -- this one targets the players and shoots some random ones
for p = 1, #players, 1 do
if flr(players[p].y/8) == i-1 and everysecondtimer < 0.7 then
return true
end
end
elseif move == 2 and i == ceil(rnd(length)) then -- this one is just random ones
return true
elseif move == 3 then --this one is that neat weaving pattern, shout out to don't get a virus fans!
if i > length/3 and i < length/3*2 then
if everysecondtimer < 0.1 then
return true
end
elseif everysecondtimer > 0.5 and everysecondtimer < 0.6 then
return true
end
elseif move == 4 and (i < length/3+sin(t()/2)*3 or i > length/3*2+sin(t()/2)*3) then -- this one is a wavy bullet corridor
return true
end
end
for i = 1, length, 1 do
if attack(i, enemy.move) then
addbullet(enemy.x, enemy.y-8+i*8, -1, 0)
sfx(15, 2)
bulletfired[i] = 1
else
bulletfired[i] = 0
end
end
end
end
enemymisc(enemy)
enemydie(enemy,21,3,points,isboss) --die
end
add(enemies, enemy)
end
function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!!
local enemy = {
x = x,
y = y,
w = 32,
h = 32,
inv = -1,
health = 12,
shootcooldown = 0+delay,
shot = enemyshot,
collide = enemycollide
}
local pointsbomb = 50 --points by default if killed by player
function enemy.draw()
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)
sprite += 32
end
if enemy.inv < 0 or flashtime then
circfill(x+15, y+16, sin(enemy.shootcooldown^2)*3-enemy.shootcooldown, rnd({7,11,3}))
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)
spr(sprite, x+15, y+16+offsetbomb, 2, 2, true, true)
end
end
function enemy.update()
enemy.y += sin(time()/3)/8
if enemy.shootcooldown < -8 then -- detonation
for i = 1, 60, 1 do
addbullet(enemy.x+16, enemy.y+16, sin(i/60), cos(i/60))
enemy.health = 0
pointsbomb = -40 --loss of points
sfx(19,2)
sfx(8,-2)
end
elseif enemy.shootcooldown < 0 then
enemy.x = lerp(enemy.x, 80, 0.02)
end
enemymisc(enemy)
enemydie(enemy,20,3,pointsbomb) --die bastard!!!!!!
--charge sound
if enemy.x < 120 and everysecondtimer > 0.45 then
if enemy.shootcooldown < -5 then
sfx(8,2) --rapid
else
sfx(7,2) --normal
end
end
end
add(enemies, enemy)
end
function addmissileboss(x, y) --boss that shoots missiles!!!
local enemy = {
x = x,
y = y,
targetx = 90,
targety = 48,
targetchangetimer = 2,
w = 32,
h = 32,
inv = -1,
health = 40*#players, --40
shootcooldown = 1.8,
speed = 0.04,
shot = enemyshot,
collide = enemycollide
}
function enemy.draw()
local sprite = 69
if enemy.health < 11 then
sprite = 101
damagesmoke(enemy)
end
if enemy.inv < 0 or flashtime then
spr(sprite, enemy.x, enemy.y, 4, 2)
spr(sprite, enemy.x, enemy.y+16, 4, 2, false, true)
end
end
function enemy.update()
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[targetplayer].y
enemy.targetx = players[targetplayer].x+24
enemy.shootcooldown = 0.8
end
enemy.x = lerp(enemy.x, enemy.targetx, enemy.speed)
enemy.y = lerp(enemy.y, enemy.targety, enemy.speed)
if enemy.targetchangetimer < 0 then
enemy.targetchangetimer = rnd(0.3)+0.5
enemy.targetx = 80+rnd(16)
enemy.targety = rnd(96)
end
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 0.6 + rnd(0.5)
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, targetplayer)
if enemy.health < 11 then
sfx(15, 2)
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
end
end
enemymisc(enemy)
enemydie(enemy,21,3,300,true) --death!!!!
end
add(enemies, enemy)
end
function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
local enemy = {
x = 150,
y = 30,
w = 32,
h = 66,
inv = -1,
health = 200*#players, --200
shootcooldown = 4,
shot = enemyshot,
collide = enemycollide,
}
dramaticdeathtimer = 6
thrusterexplode = {}
portaldestabilize = 1
speed = 1.5
amount = 3
--thrusters that each fall off once the portal's health is 1/5th depleated
function addportalthruster(x,y,id,isflipped)
local thrusterhealth = id*50-50
if thrusterhealth < enemy.health or id == 1 then
local spritethruster = 128
isflipped = isflipped or 1
if flashtime then spritethruster = 132 end --animation
if thrusterhealth > enemy.health - 20 then
spritethruster += 32
end
spr(spritethruster, x, isflipped*(sin(time()*speed)*3.5)+y, 4, 2)
elseif rnd() < 0.4 then
addcircle(x+20+rnd(4), y+rnd(6), -0.5, rnd(0.5)-0.25, rnd(7), 1.4, rnd({5,9}))
if not thrusterexplode[id] then
thrusterexplode[id] = true
explosion(x+10,y,32)
shake = 12
sfx(21,3)
end
end
end
function enemy:draw()
local x,y = enemy.x-8,10+sin(time()*speed+0.2)*2
if flashtime or enemy.inv < 0 or enemy.health == 0 then
-- portal
local ovaly1 = (sin(time()*speed-0.12)*amount/2)+y+24+portaldestabilize
--local ovaly2 = (-sin(time()*speed-0.12)*amount/2)+y+84
local ovaly2 = -ovaly1+128-portaldestabilize
ovalfill(x+28,ovaly1,x+6,ovaly2,14)
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())*portaldestabilize, y+54+cos(i/53.3465+t()/8)*i/9,portalcolors[(ceil(i/20))%#portalcolors+1])
end
addcircle(x+17, y+54, rnd(0.5)-0.25, rnd(1)-0.5, 5, 2, 11)
oval(x+28,ovaly1,x+6,ovaly2,11)
end
addportalthruster(x-19,y-4,3)
addportalthruster(x-19,y+97,4,-1)
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)
addportalthruster(x+6,y-4,1)
addportalthruster(x+6,y+97,2,-1)
clip(0,0,x+17,128)
end
function enemy.update()
if enemy.health > 0 or dramaticdeathtimer < 0 or gameover then
enemy.x = lerp(enemy.x, 103, 0.025)--lerps into place
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 1
if #enemies < 2 then
for i = 1, 10, 1 do
addbullet(110,64, rnd(0.5)-1, rnd(2)-1)
end
sfx(19,3) --sound for barrage of bullets
if rnd() < 0.4 then
addmissile(110, 60, targetplayer)
end
end
if rnd() < 0.4 then
addbasicenemy(115,rnd(30)+50,0.4+rnd(0.6))
elseif rnd() < 0.02 then
addtargetingenemy(115, rnd(30)+50, 0.2)
end
if flr(currentwavetime%14) == 5 then
local moves = {
function()
if currentwavetime < 20 then
addballshooter(110, 56, 0.08)
else
addballshooter(110, 40, 0.08)
addballshooter(140, 72, 0.08)
end
end,
function()
addwallboss(110, 30, 8, 30, 0.05, false, 3, false)
end,
function()
for i = 1, 7, 1 do
addwallshooter(100 + (54-i)*i, (i%2==1), 0.4)
end
addlasershooter(128,48,100,0.2,false,false)
addbomb(128, 48, 9)
end,
function ()
for i = 1, 5, 1 do
addtargetingenemy(128, i*10+32, 0.085)
end
end
}
moves[flr((currentwavetime/14)%#moves+1)]()
end
end
enemydie(enemy,17,2,1000,true,1) --die!!!!!!!
else
playsong(-1)
killallenemies()
despawnallbullets = true
speed += 0.0003
amount += 0.02
portaldestabilize += 0.05
dramaticdeathtimer -= ft
if enemy.shootcooldown < 0 then
enemy.shootcooldown = dramaticdeathtimer/8
explosion(103+rnd(8), rnd(128),32)
shake = rnd(10)
sfx(17,1)
sfx(21,0)
end
end
enemymisc(enemy)
end
add(enemies, enemy)
end
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