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-- local randompickups = {}
-- pickuptimer = 10
-- function randompickups.update()
-- pickuptimer -= ft
-- if pickuptimer < 0 then
-- pickuptimer = 10
-- if rnd(100) > 85 then
-- addpickup(128, rnd(80)+20)
-- end
-- end
-- end
-- function randompickups.draw()
-- end
-- add(obj, randompickups)
function addpickup(x, y, type)
--if type is "48," then health. otherwise it'll be a rnd powerup
local pickup = {}
type = type or rnd({49, 50}) --48 = health / 49 = fastshoot / 50 = 3shoot
local sprite = type
function pickup.draw()
spr(sprite, x, y)
end
function pickup.collide(player)
if x+4 >= player.x-4 and x+4 <= player.x+4+player.w and y+4 >= player.y-4 and y+4 <= player.y+player.h+4 and player.health > 0 then
pickup:affect(player)
del(obj, pickup)
end
end
function pickup:affect(player)
local pickupcolor = 8 --health
if type == 49 then --fastshoot
player.shootspeed = 0.17
pickupcolor = 12
elseif type == 50 then --3shoot
player.shoot3 = true
player.shootspeed = 0.4
pickupcolor = 9
else
player.health = 3
end
for i = 1, 8, 1 do
addcircle(x, y, sin(i/8), cos(i/8), 2, 0.6, pickupcolor)
end
currentscore+=10 --10 points
sfx(13, 1)
end
function pickup.update()
x -= 0.3
y += sin(time()/2)*0.2
foreach(players, pickup.collide)
if x < -8 then
del(obj, pickup)
end
end
add(obj, pickup)
end
-- addpickup(128, 60, 48)
-- addpickup(128, 70)
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