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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)
local pickup = {}
x = x
y = y
type = type or rnd({"health", "health", "fastshoot", "3shoot"})
if type == "powerup" then type = rnd({"fastshoot", "3shoot"}) end
function pickup.draw(pickup)
sprite = 4 --had to move these checks into draw or they'd have incorrect sprites
if type == "fastshoot" then
sprite = 20
elseif type == "3shoot" then
sprite = 36
end
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)
for i = 1, 8, 1 do
local color = 8
if type == "fastshoot" then
color = 12
elseif type == "3shoot" then
color = 9
end
addcircle(x, y, sin(i/8), cos(i/8), 2, 0.6, color)
end
del(obj, pickup)
end
end
function pickup:affect(player)
if type == "health" then
player.health = 3
elseif type == "fastshoot" then
player.shootspeed = 0.1
elseif type == "3shoot" then
player.shoot3 = true
end
currentscore+=10 --10 points
sfx(30, 1)
end
function pickup.update(pickup)
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(120, 60)
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