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@@ -60,7 +60,7 @@ aey=0
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v=0
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v=0
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options = {
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options = {
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- music = true,
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+ music = false,
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debug = true,
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debug = true,
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}
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}
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@@ -101,44 +101,100 @@ end
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-- PARTICLE/VFX STUFF
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-- PARTICLE/VFX STUFF
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waterlevel = 120 -- y coordinate of the water
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waterlevel = 120 -- y coordinate of the water
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-particletype='stars' -- snow|rain|stars
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+particletype='rain' -- snow|rain|stars
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particles = {}
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particles = {}
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local starcolors = { 1, 2, 13, 15}
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local starcolors = { 1, 2, 13, 15}
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-function particleinit()
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- if particletype == 'stars' then
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- for i = 0,15 do
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+function particleinit(numparticles)
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+ -- if particletype == 'stars' then
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+ -- for i = 0, numparticles do
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+ -- table.insert(particles, {
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+ -- x = math.random() * 240,
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+ -- y = math.random() * waterlevel,
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+ -- twinkle = math.random() > 0.49, -- randomly pick true/false
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+ -- lastx = 0,
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+ -- lasty = 0,
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+ -- color = starcolors[math.random(#starcolors)],
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+ -- t = 0,
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+ -- })
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+ -- end
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+ -- trace("created some stars")
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+ -- end
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+ if particletype == 'rain' or particletype == 'snow' then
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+ for i = 0, numparticles do
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+ color = 2
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+ if particletype == 'snow' then color=15 end
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table.insert(particles, {
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table.insert(particles, {
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x = math.random() * 240,
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x = math.random() * 240,
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- y = math.random() * waterlevel,
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- twinkle = math.random() > 0.49, -- randomly pick true/false
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- color = starcolors[math.random(#starcolors)],
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+ y = math.random() * waterlevel,
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+ last_x = math.random() * 0,
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+ last_y = math.random() * 0,
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+ color = 2,
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t = 0,
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t = 0,
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- })
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+ })
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end
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end
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- end
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+ trace("created some " .. particletype)
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+ end
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end
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end
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+function dump(o)
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+ if type(o) == 'table' then
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+ local s = '{ '
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+ for k,v in pairs(o) do
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+ if type(k) ~= 'number' then k = '"'..k..'"' end
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+ s = s .. '['..k..'] = ' .. dump(v) .. ','
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+ end
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+ return s .. '} '
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+ else
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+ return tostring(o)
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+ end
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+ end
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+
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function particleupdate()
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function particleupdate()
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- if particletype == 'stars' then
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- for i = 1,#particles do
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- local p = particles[i]
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- if not p.twinkle then goto continue end
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- ::continue::
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- if t % 15 == 0 and math.random() > 0.1 then
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- p.color = starcolors[math.random(#starcolors)]
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- end
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- end
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- end
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+ -- if particletype == 'stars' then
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+ -- for i = 1,#particles do
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+ -- local p = particles[i]
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+ -- if not p.twinkle then goto continueTwinkle end
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+ -- ::continueTwinkle::
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+ -- if t % 15 == 0 and math.random() > 0.1 then
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+ -- p.color = starcolors[math.random(#starcolors)]
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+ -- end
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+ -- end
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+ -- end
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+ if particletype == 'rain' then
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+ for i = 1,#particles do
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+ local p = particles[i]
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+ if p.last_y then
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+ trace("particle: " .. i .. ", lasty: " .. p.last_y)
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+ else
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+ trace("particle: " .. i .. ", " .. dump(p))
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+ end
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+ if p.last_y and p.last_y > 136 then
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+ p.y = 0
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+ p.last_y = 0
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+ p.x = math.random() * 240
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+ end
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+ p.last_y = y
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+ p.lastx = x
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+ p.y = p.y + 2
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+ end
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+ end
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end
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end
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function particledraw()
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function particledraw()
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+ if (particletype == 'rain') then
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+ for i = 1,#particles do
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+ local p = particles[i]
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+ line(p.x, p.y, p.lastx, p.lasty, color)
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+ end
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+ return
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+ end
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for i = 1,#particles do
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for i = 1,#particles do
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local p = particles[i]
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local p = particles[i]
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pix(p.x, p.y, p.color)
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pix(p.x, p.y, p.color)
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end
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end
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end
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end
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-particleinit()
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+particleinit(150)
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--(shx: Xpos, shy: Ypos, shf: flip, sht: timer) CHECK THIS
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--(shx: Xpos, shy: Ypos, shf: flip, sht: timer) CHECK THIS
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function skullh(shx,shy,shf,sht)
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function skullh(shx,shy,shf,sht)
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@@ -167,13 +223,10 @@ function skullh(shx,shy,shf,sht)
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--print(shx*8,22,24)
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--print(shx*8,22,24)
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--print((shy*8)+8,22,30)
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--print((shy*8)+8,22,30)
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-end
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+end
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--LEVEL PROPERTIES (ANIMX/Y LIMITS(1-28,1-14))
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--LEVEL PROPERTIES (ANIMX/Y LIMITS(1-28,1-14))
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function level(m)
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function level(m)
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-
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- sync(0,0,false)
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-
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c=0
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c=0
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f=0
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f=0
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px=nil
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px=nil
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