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enemies = {}
basicenemysprites = {11, 27, 43, 59} --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(1)+2
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
sfx(4)
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.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)
addbullet(enemy.x-3, enemy.y, -1, 0, true, 3)
sfx(3)
end
if enemy.x < -8 then
del(enemies, enemy)
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(2)
del(enemies, enemy)
end
end
add(enemies, enemy)
end
--SHOOTER THAT SHOOTS BIG WALLS!!!!!!
function addwallshooter(x, shootup, health, speed)
local enemy = {}
enemy.x = x
enemy.y = 120
enemy.sprite = 45
enemy.offset = rnd()
if shootup then
enemy.y = 0
enemy.sprite = 29
end
enemy.w = 8
enemy.h = 8
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
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(4)
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 and (t()+enemy.offset)%1>0.5 then
enemy.shootcooldown = 0.08
local vely = -1
if shootup then vely = 1 end
addbullet(enemy.x-3, enemy.y, -speed, vely, true, 3)
end
if enemy.x < -8 then
del(enemies, enemy)
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(2)
del(enemies, enemy)
end
end
add(enemies, enemy)
end
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