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BBBBBBCCCDDEGHJKMNOOOOOOOOOOOOY^Y^Y^YNYNYNYMY=Zc+8 and a+1c+8 and a+220 then jt=23 end if btn(2) then x=x-3 dir=1 anim=anim+1 if anim==6 then anim=0 end elseif not btn(3) then anim=0 end if btn(3) then x=x+3 dir=0 anim=anim+1 if anim==6 then anim=0 end elseif not btn(2) then anim=0 end if btnp(4) and jt==0 and dt==0 and at==0 then jt=1 end if btnp(5) and not btn(0) and jt==0 and dt==0 and atx==-24 and at==0 then sfx(0,36,35) at=1 atkdir=dir u=false atx=x+9 aty=y+24 end if btnp(5) and btn(0) and jt==0 and dt==0 and atx==-24 and at==0 then sfx(0,36,35) at=1 atkdir=dir u=true atx=x+9 aty=y end if btnp(9) and jt2==0 and dt2==0 and at2==0 then dt2=1 end if not btn(9) then dt2=0 end if btnp(9) and jt2>0 then jt2=23 end if btn(10) then x2=x2-3 dir2=0 anim2=anim2+1 if anim2==6 then anim2=0 end end if btn(11) then x2=x2+3 dir2=1 anim2=anim2+1 if anim2==6 then anim2=0 end end if btnp(12) and jt2==0 and dt2==0 and at2==0 then jt2=1 end if btn(13) and not btn(8) and jt2==0 and dt2==0 and atx2==-24 and at2==0 then sfx(0,36,35) at2=1 atkdir2=dir2 u2=false atx2=x2+9 aty2=y2+24 end if btn(13) and btn(8) and jt2==0 and dt2==0 and atx2==-24 and at2==0 then sfx(0,36,35) at2=1 atkdir2=dir2 u2=true atx2=x2+9 aty2=y2 end end if btnp(0) and btn(6) and btn(7) then debug = not debug end if x<-6 then x=-6 end if x>198 then x=198 end if x2<-6 then x2=-6 end if x2>198 then x2=198 end if win then --P1 jump if jt==1 then y=64 end if jt==2 then y=56 end if jt==3 then y=48 end if jt==23 then y=56 end if jt==24 then y=64 end if jt==25 then y=72 jt=0 end --P2 jump if jt2==1 then y2=64 end if jt2==2 then y2=56 end if jt2==3 then y2=48 end if jt2==23 then y2=56 end if jt2==24 then y2=64 end if jt2==25 then y2=72 jt2=0 end end if jt>0 then jt=jt+1 end if jt2>0 then jt2=jt2+1 end if win then --duck timings if dt==25 then dt=0 end if dt2==25 then dt2=0 end end if dt>0 then dt=dt+1 end if dt2>0 then dt2=dt2+1 end --attack timings if at>0 then at=at+1 end if at==25 then at=0 end if at2>0 then at2=at2+1 end if at2==25 then at2=0 end --attack movement if atx~=-24 then if atkdir==0 then atx=atx+6 else atx=atx-6 end end if atx2~=-24 then if atkdir2==0 then atx2=atx2-6 else atx2=atx2+6 end end if atx>239 then atx=-24 aty=-24 end if atx<-23 then atx=-24 aty=-24 end if hit(atx,aty,x2,y2) and ((u==false and jt2==0) or (u==true and dt2==0)) then atx=-24 aty=-24 if win then sfx(1,42,50,0,8) shake(3,3) end hp2=hp2-1 end if atx2>239 then atx2=-24 aty2=-24 end if atx2<-23 then atx2=-24 aty2=-24 end if hit(atx2,aty2,x,y) and ((u2==false and jt==0) or (u2==true and dt==0)) then atx2=-24 aty2=-24 if win then sfx(1,42,50,0,8) shake(3,3) end hp=hp-1 end --death check if hp==0 then win=false aty=-24 atx=-24 aty2=-24 atx2=-24 dir=0 anim=0 dt=0 jt=0 at=0 dmt=dmt+1 if dmt==6 then x=x-3 end if dmt==12 then x=x-3 end if dmt==18 then x=x-3 end if dmt==24 then x=x-1 end end if hp2==0 then win=false aty=-24 atx=-24 aty2=-24 atx2=-24 dir2=0 anim2=0 dt2=0 jt2=0 at2=0 dmt2=dmt2+1 if dmt2==6 then x2=x2+3 end if dmt2==12 then x2=x2+3 end if dmt2==18 then x2=x2+3 end if dmt2==24 then x2=x2+3 end end if x<-6 then x=-6 end if x>198 then x=198 end if x2<-6 then x2=-6 end if x2>198 then x2=198 end if dmt==24 or dmt2==24 then sfx(3,40,80,0,8,-2) end --screenshake effect if shakez>0 then shakex=math.random(-shakep,shakep) shakey=math.random(-shakep,shakep) shakez=shakez-1 else shakex=0 shakey=0 end fps=fps+1 if fps==60 then fps=0 end map(0,0,30,17,0+shakex,0+shakey) if jt>0 then spr(260,x+shakex,y+shakey,5,3,dir,0,2,2) elseif dt>0 then spr(262,x+shakex,y+shakey,5,3,dir,0,2,2) elseif at>0 and not u then spr(264,x+shakex,y+shakey,5,3,dir,0,2,2) elseif (at>0 and u) or (hp2==0 and dmt2>24) then spr(266,x+shakex,y+shakey,5,3,dir,0,2,2) elseif anim>3 then spr(258,x+shakex,y+shakey,5,3,dir,0,2,2) elseif hp==0 then spr(268,x+shakex,y+shakey,5,3,dir,0,2,2) else spr(256,x+shakex,y+shakey,5,3,dir,0,2,2) end if jt2>0 then spr(292,x2+shakex,y2+shakey,5,3,dir2,0,2,2) elseif dt2>0 then spr(294,x2+shakex,y2+shakey,5,3,dir2,0,2,2) elseif at2>0 and not u2 then spr(296,x2+shakex,y2+shakey,5,3,dir2,0,2,2) elseif (at2>0 and u2) or (hp==0 and dmt>24) then spr(298,x2+shakex,y2+shakey,5,3,dir2,0,2,2) elseif anim2>3 then spr(290,x2+shakex,y2+shakey,5,3,dir2,0,2,2) elseif hp2==0 then spr(300,x2+shakex,y2+shakey,5,3,dir2,0,2,2) else spr(288,x2+shakex,y2+shakey,5,3,dir2,0,2,2) end --P1 hearts if hp>0 then spr(497,3+shakex,3+shakey,5,3) else spr(498,3+shakex,3+shakey,5,3) end if hp>1 then spr(497,27+shakex,3+shakey,5,3) else spr(498,27+shakex,3+shakey,5,3) end if hp>2 then spr(497,51+shakex,3+shakey,5,3) else spr(498,51+shakex,3+shakey,5,3) end --P2 hearts if hp2>0 then spr(496,216+shakex,3+shakey,5,3) else spr(498,216+shakex,3+shakey,5,3) end if hp2>1 then spr(496,192+shakex,3+shakey,5,3) else spr(498,192+shakex,3+shakey,5,3) end if hp2>2 then spr(496,168+shakex,3+shakey,5,3) else spr(498,168+shakex,3+shakey,5,3) end spr(320,atx+shakex,aty+shakey,5,3,atkdir) spr(321,atx2+shakex,aty2+shakey,5,3,atkdir2) if dmt>24 then print("Red Wins!",51,42,0,false,3) end if dmt2>24 then print("Blue Wins!",45,42,0,false,3) end if dmt==150 or dmt2==150 then reset() end if not win then start=start+1 if start<30 then if start==1 then sfx(2,23,15,0,2) end print("3",105,42,0,false,6) elseif start<60 then if start==30 then sfx(2,23,15,0,2) end print("2",105,42,0,false,6) elseif start<90 then if start==60 then sfx(2,35,15,0,2) end print("1",105,42,0,false,6) elseif hp>0 and hp2>0 then win=true end end if debug then rect(75,0,90,50,0) rect(75,0,60,1,3) pix(fps+75,0,14) print(fps,137,0) print(u,77,3) print(shakez,77,9) print(shakep,77,15) print(hp,83,9) print(hp2,89,9) print(dmt,83,15) print(dmt2,83,21) print(win,77,27) end if btnp(0)and btn(1) and btn(6) and btn(7) then cover=1 end cover=0 if cover==1 then cls(13) spr(492,20,28,5,5,0,0,2,2) spr(494,140,28,5,5,0,0,2,2) end t=t+1 end