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title: ESO N 1103 -- author: xXx_Bobby Cage_xXx -- desc: ESCAPE FROM CREEP KING -- script: lua level={ count=0, timer=3600, animation_timer=120 } background={ line1_x1=60, line1_x2=10, line2_x1=220, line2_x2=270, line3_y1=73, line3_y2=73, sun_x=80, building_sprite=144, building_left_part=104, building_right_part=112 } player={ left_sprite=256, right_sprite=257, direction=2, --0 for right, 1 for left, 2 for forward x=104, y=110, jump=false, lifes=1000000, score=0 } mothership={ sprite=272, x=0, y=2, speed=1 } bomber={ sprite=304, x=-40, y=4, timer=240, speed=1 } wmonster={ sprite=336, x=-80, y=90, damage=5000, timer=480, animation_timer=60, speed=0.4, direction=0 --0 for right,1 for left } rottenhand={ sprite=368, x=-40, y=80, damage=1000000 } bomb1={ sprite=274, x=-40, y=-40, timer=600, damage=10000, speed=0.1 } bomb2={ sprite=275, x=-40, y=-40, timer=900, damage=5000, speed=0.2 } bomb3={ sprite=312, x=-40, y=-40, timer=240, damage=20000, speed=0.3 } explode1={ sprite=432, y=-40, x=-40, timer=120, damage=2000, speed=1 } explode2={ sprite=440, x=-40, y=-40, timer=120, damage=1000, speed=1 } explode3={ sprite=464, x=-40, y=-40, timer=120, damage=1000, speed=1 } heart={ sprite=400, x=-40, y=-32, status=0 } --tree={ -- sprite=116, -- x=-40, -- y=-40, -- speed=0.5, -- set=false --} explode4={ sprite=472, x=-40, y=-40, timer=120 } function menu() cls(0) map(30,0,8,8,87,35,0,1,0) print("PRESS ANY BUTTON",90,100,5,true,1,true) print("TO RIDE.",90,110,5,true,1,true) if btn(0) or btn(1) or btn(2) or btn(3) or btn(4) or btn(5) or btn(6) or btn(7) then level.count=1 end end function background_graphics() cls(0) map(0,0,30,9,0,0,0,1,0) rect(0,73,240,63,9) line(background.line1_x1,73,background.line1_x2,135,10) line(background.line2_x1,73,background.line2_x2,135,10) line(0,background.line3_y1,239,background.line3_y2,10) spr(100,background.sun_x,64,0,1,0,0,1,1) spr(101,background.sun_x+8,64,0,1,0,0,1,1) spr(102,background.sun_x+16,64,0,1,0,0,1,1) spr(103,background.sun_x+24,64,0,1,0,0,1,1) spr(104,background.sun_x+32,64,0,1,0,0,1,1) spr(105,background.sun_x+40,64,0,1,0,0,1,1) spr(106,background.sun_x+48,64,0,1,0,0,1,1) spr(107,background.sun_x+56,64,0,1,0,0,1,1) spr(85,background.sun_x+8,56,0,1,0,0,1,1) spr(86,background.sun_x+16,56,0,1,0,0,1,1) spr(87,background.sun_x+24,56,0,1,0,0,1,1) spr(88,background.sun_x+32,56,0,1,0,0,1,1) spr(89,background.sun_x+40,56,0,1,0,0,1,1) spr(90,background.sun_x+48,56,0,1,0,0,1,1) spr(background.building_sprite,background.building_left_part,56,0,1,0,0,1,1) spr(background.building_sprite+16,background.building_left_part,64,0,1,0,0,1,1) spr(background.building_sprite+1,background.building_right_part,56,0,1,0,0,1,1) spr(background.building_sprite+17,background.building_right_part,64,0,1,0,0,1,1) if player.direction==0 then --background.line1 background.line1_x1=background.line1_x1-5 background.line1_x2=background.line1_x2-15 if background.line1_x1<=-100 and background.line1_x2<=-100 then background.line1_x1=239 background.line1_x2=239 end --background.line2 background.line2_x1=background.line2_x1-5 background.line2_x2=background.line2_x2-15 if background.line2_x1<=-100 and background.line2_x2<=-100 then background.line2_x1=239 background.line2_x2=239 end --background.line3 background.line3_y1=background.line3_y1+3 background.line3_y2=background.line3_y2+7 if background.line3_y1>=135 and background.line3_y2>=135 then background.line3_y1=73 background.line3_y2=73 end --sun and building background.sun_x=background.sun_x-0.1 background.building_left_part=background.building_left_part-0.2 background.building_right_part=background.building_right_part-0.2 if background.sun_x<=-64 then background.sun_x=240 end if background.building_left_part<=-16 then background.building_left_part=240 background.building_right_part=248 end end if player.direction==1 then --background.line1 background.line1_x1=background.line1_x1+5 background.line1_x2=background.line1_x2+15 if background.line1_x1>=339 and background.line1_x2>=339 then background.line1_x1=0 background.line1_x2=0 end --background.line2 background.line2_x1=background.line2_x1+5 background.line2_x2=background.line2_x2+15 if background.line2_x1>=339 and background.line2_x2>=339 then background.line2_x1=0 background.line2_x2=0 end --background.line3 background.line3_y1=background.line3_y1+7 background.line3_y2=background.line3_y2+3 if background.line3_y1>=135 and background.line3_y2>=135 then background.line3_y1=73 background.line3_y2=73 end --sun and building background.sun_x=background.sun_x+0.1 background.building_left_part=background.building_left_part+0.2 background.building_right_part=background.building_right_part+0.2 if background.sun_x>=240 then background.sun_x=-64 end if background.building_left_part>=240 then background.building_left_part=-16 background.building_right_part=-8 end end if player.direction==2 then background.line3_y1=background.line3_y1+5 background.line3_y2=background.line3_y2+5 if background.line3_y1>=135 and background.line3_y2>=135 then background.line3_y1=73 background.line3_y2=73 end end print(player.score,10,125,12,true,1,true) print(player.lifes,120,125,12,true,1,true) end function foreground_graphics() if player.direction==2 then spr(player.left_sprite,player.x,player.y,0,2,0,0,1,1) spr(player.right_sprite,player.x+16,player.y,0,2,0,0,1,1) end if player.direction==1 then spr(player.left_sprite,player.x+16,player.y,0,2,player.direction,0,1,1) spr(player.right_sprite,player.x,player.y,0,2,player.direction,0,1,1) end if player.direction==0 then spr(player.left_sprite,player.x,player.y,0,2,player.direction,0,1,1) spr(player.right_sprite,player.x+16,player.y,0,2,player.direction,0,1,1) end -- spr(tree.sprite,tree.x,tree.y,0,2,0,0,1,1) -- spr(tree.sprite+1,tree.x+16,tree.y,0,2,0,0,1,1) -- spr(tree.sprite+16,tree.x,tree.y+16,0,2,0,0,1,1) -- spr(tree.sprite+17,tree.x+16,tree.y+16,0,2,0,0,1,1) spr(wmonster.sprite,wmonster.x,wmonster.y,0,2,0,0,1,1) spr(wmonster.sprite+1,wmonster.x+16,wmonster.y,0,2,0,0,1,1) spr(wmonster.sprite+16,wmonster.x,wmonster.y+16,0,2,0,0,1,1) spr(wmonster.sprite+17,wmonster.x+16,wmonster.y+16,0,2,0,0,1,1) spr(bomber.sprite,bomber.x,bomber.y,0,2,0,0,1,1) spr(bomber.sprite+1,bomber.x+16,bomber.y,0,2,0,0,1,1) spr(bomber.sprite+16,bomber.x,bomber.y+16,0,2,0,0,1,1) spr(bomber.sprite+17,bomber.x+16,bomber.y+16,0,2,0,0,1,1) spr(mothership.sprite,mothership.x,mothership.y,0,2,0,0,1,1) spr(mothership.sprite+1,mothership.x+16,mothership.y,0,2,0,0,1,1) spr(mothership.sprite+16,mothership.x,mothership.y+16,0,2,0,0,1,1) spr(mothership.sprite+17,mothership.x+16,mothership.y+16,0,2,0,0,1,1) spr(bomb1.sprite,bomb1.x,bomb1.y,0,2,0,0,1,1) spr(bomb1.sprite+16,bomb1.x,bomb1.y+16,0,2,0,0,1,1) spr(bomb2.sprite,bomb2.x,bomb2.y,0,2,0,0,1,1) spr(bomb2.sprite+16,bomb2.x,bomb2.y+16,0,2,0,0,1,1) spr(bomb3.sprite,bomb3.x,bomb3.y,0,2,0,0,1,1) spr(bomb3.sprite+16,bomb3.x,bomb3.y+16,0,2,0,0,1,1) spr(explode1.sprite,explode1.x,explode1.y,0,2,0,0,1,1) spr(explode1.sprite+1,explode1.x+16,explode1.y,0,2,0,0,1,1) spr(explode1.sprite+16,explode1.x,explode1.y+16,0,2,0,0,1,1) spr(explode1.sprite+17,explode1.x+16,explode1.y+16,0,2,0,0,1,1) spr(explode2.sprite,explode2.x,explode2.y,0,2,0,0,1,1) spr(explode2.sprite+1,explode2.x+16,explode2.y,0,2,0,0,1,1) spr(explode2.sprite+16,explode2.x,explode2.y+16,0,2,0,0,1,1) spr(explode2.sprite+17,explode2.x+16,explode2.y+16,0,2,0,0,1,1) spr(explode3.sprite,explode3.x,explode3.y,0,2,0,0,1,1) spr(explode3.sprite+1,explode3.x+16,explode3.y,0,2,0,0,1,1) spr(explode3.sprite+16,explode3.x,explode3.y+16,0,2,0,0,1,1) spr(explode3.sprite+17,explode3.x+16,explode3.y+16,0,2,0,0,1,1) spr(rottenhand.sprite,rottenhand.x,rottenhand.y,0,2,0,0,1,1) spr(rottenhand.sprite+1,rottenhand.x+16,rottenhand.y,0,2,0,0,1,1) spr(rottenhand.sprite+16,rottenhand.x,rottenhand.y+16,0,2,0,0,1,1) spr(rottenhand.sprite+17,rottenhand.x+16,rottenhand.y+16,0,2,0,0,1,1) spr(heart.sprite,heart.x,heart.y,0,2,0,0,1,1) spr(heart.sprite+1,heart.x+16,heart.y,0,2,0,0,1,1) spr(heart.sprite+16,heart.x,heart.y+16,0,2,0,0,1,1) spr(heart.sprite+17,heart.x+16,heart.y+16,0,2,0,0,1,1) end function player_control() if player.lifes>0 then if btn(0) then player.direction=2 player.left_sprite=256 player.right_sprite=257 end if btn(2) then player.direction=1 player.left_sprite=258 player.right_sprite=259 end if btn(3) then player.direction=0 player.left_sprite=258 player.right_sprite=259 end if btn(4) and player.jump==false and player.y==110 then player.jump=true end if player.jump==true then player.y=player.y-0.8 if player.y<=30 then player.jump=false end end if player.jump==false and player.y<110 then player.y=player.y+1 end if player.y>110 then player.y=110 end if btn(5) then player.y=player.y+1 player.jump=false end end end function player_movement() if player.lifes>0 then if player.direction==0 then player.x=player.x+0.5 -- if level.count==4 then -- tree.x=tree.x+0.5 -- if tree.x>240 then -- tree.x=-32 -- end -- end end if player.direction==1 then player.x=player.x-0.5 -- if level.count==4 then -- tree.x=tree.x-0.5 -- if tree.x<-32 then -- tree.x=240 -- end -- end end if player.x<=-32 then player.x=239 end if player.x>=240 then player.x=-32 end end end function mothership_ai() if player.lifes>0 then mothership.x=mothership.x+mothership.speed if mothership.x<=0 then mothership.speed=mothership.speed+(mothership.speed*-2) end if mothership.x+32>=240 then mothership.speed=mothership.speed-(mothership.speed*2) end end end function bomber_ai() if player.lifes>0 then bomber.x=player.x bomber.timer=bomber.timer-1 if bomber.timer%60==0 then bomber.sprite=bomber.sprite+2 end if bomber.timer==-1 then bomber.sprite=304 bomber.timer=240 end end end function wmonster_ai() if player.lifes>0 then if wmonster.timer>0 then wmonster.timer=wmonster.timer-1 end if wmonster.timer==0 then if wmonster.direction==0 then wmonster.x=wmonster.x+wmonster.speed if wmonster.x>=240 and wmonster.x<=260 then wmonster.direction=1 wmonster.timer=480 wmonster.x=280 end end if wmonster.direction==1 then wmonster.x=wmonster.x-wmonster.speed if wmonster.x<=-32 and wmonster.x>=-52 then wmonster.direction=0 wmonster.timer=480 wmonster.x=-80 end end end wmonster.animation_timer=wmonster.animation_timer-1 if wmonster.animation_timer%30==0 then wmonster.sprite=wmonster.sprite+2 end if wmonster.animation_timer==0 then wmonster.animation_timer=60 wmonster.sprite=336 end end end function bombs_ai() if player.lifes>0 then --bomb1 if bomb1.timer>0 then bomb1.timer=bomb1.timer-1 end if bomb1.timer==0 then bomb1.y=mothership.y+32 bomb1.x=mothership.x+4 bomb1.timer=-1 end if bomb1.timer==-1 then bomb1.y=bomb1.y+bomb1.speed if bomb1.y>=94 then explode1.x=bomb1.x explode1.y=bomb1.y bomb1.x=-40 bomb1.y=-40 bomb1.timer=600 end end --bomb2 if bomb2.timer>0 then bomb2.timer=bomb2.timer-1 end if bomb2.timer==0 then bomb2.y=mothership.y+32 bomb2.x=mothership.x+4 bomb2.timer=-1 end if bomb2.timer==-1 then bomb2.y=bomb2.y+bomb2.speed if bomb2.y>=94 then explode2.x=bomb2.x explode2.y=bomb2.y bomb2.x=-40 bomb2.y=-40 bomb2.timer=900 end end --bomb3 if bomb3.timer>0 then bomb3.timer=bomber.timer end if bomb3.timer==0 then bomb3.y=bomber.y+24 bomb3.x=bomber.x+5 bomb3.timer=-1 end if bomb3.timer==-1 then bomb3.y=bomb3.y+bomb3.speed if bomb3.y>=94 then explode3.x=bomb3.x explode3.y=bomb3.y bomb3.x=-40 bomb3.y=-40 bomb3.timer=240 end end end end function explodes_ai() if player.lifes>0 then --explode1 if explode1.x>0 then sfx(2,"D#3",10,0,15,0) explode1.timer=explode1.timer-1 if explode1.timer%30==0 then explode1.sprite=explode1.sprite+2 end if explode1.timer==0 then explode1.sprite=432 explode1.x=-40 explode1.y=-40 explode1.timer=120 end end --explode2 if explode2.x>0 then sfx(3,"D#3",10,1,15,0) explode2.timer=explode2.timer-1 if explode2.timer%30==0 then explode2.sprite=explode2.sprite+2 end if explode2.timer==0 then explode2.sprite=440 explode2.x=-40 explode2.y=-40 explode2.timer=120 end end --explode3 if explode3.x>0 then sfx(4,"D#3",10,2,15,0) explode3.timer=explode3.timer-1 if explode3.timer%30==0 then explode3.sprite=explode3.sprite+2 end if explode3.timer==0 then explode3.sprite=464 explode3.x=-40 explode3.y=-40 explode3.timer=120 end end end end function rottenhand_ai() if player.lifes>0 then if level.count==5 then rottenhand.x=player.x end if level.count<5 then rottenhand.x=-40 end end end function level_score_routine() if player.lifes>0 then level.timer=level.timer-1 player.score=player.score+1*level.count end end function level_changing() if player.lifes>0 then if level.timer==0 then level.count=level.count+1 player.score=player.score+10000 mothership.speed=mothership.speed+0.05 bomb1.speed=bomb1.speed+0.05 bomb2.speed=bomb1.speed+0.05 bomb3.speed=bomb1.speed+0.05 wmonster.speed=wmonster.speed+0.05 end if level.timer<0 then level.animation_timer=level.animation_timer-1 if level.animation_timer>0 then background.building_sprite=154 end end if level.timer==-120 then level.timer=3600 end if level.count==1 then background.building_sprite=144 end if level.count==2 then background.building_sprite=146 end if level.count==3 then background.building_sprite=148 end if level.count==4 then background.building_sprite=150 end if level.count==5 then background.building_sprite=152 end if level.count>5 then level.count=1 background.building_sprite=144 end end end function heart_drop() if player.lifes>0 then if btn(6) and player.score>24999 and heart.status==0 then heart.status=1 player.score=player.score-25000 end if heart.status==1 then heart.x=player.x heart.y=heart.y+1 if heart.y>135 then heart.status=0 heart.y=-32 end end end end function collisions() if player.lifes>0 then --with heart if player.x+2>heart.x and player.x+13heart.y then sfx(2,"E-4",5,3,15,0) player.lifes=player.lifes+500000 heart.status=0 heart.x=-40 heart.y=-32 end --with bomb1 if bomb1.x>player.x and bomb1.x+16player.y+12 then player.lifes=player.lifes-bomb1.damage sfx(4,"C-2",5,3,15,0) end --with bomb2 if bomb2.x>player.x and bomb2.x+16player.y+12 then player.lifes=player.lifes-bomb2.damage sfx(4,"C-2",5,3,15,0) end --with bomb3 if bomb3.x>player.x and bomb3.x+16player.y+12 then player.lifes=player.lifes-bomb3.damage sfx(4,"C-2",5,3,15,0) end --with explode1 if player.x+4>explode1.x-10 and player.x+28explode1.y and player.y+16explode2.x-10 and player.x+28explode2.y and player.y+16explode3.x-10 and player.x+28explode3.y and player.y+16wmonster.x-4 and player.x+20wmonster.y-4 and player.y+16rottenhand.x and player.x+24rottenhand.y and player.y+160 then -- if level.count==4 then -- if tree.set==false then -- tree.x=math.random(20,220) -- tree.y=41 -- tree.sprite=math.random(116,122) -- if tree.sprite%2==1 then -- tree.sprite=tree.sprite-1 -- end -- tree.set=true -- end -- if tree.set==true then -- tree.y=tree.y+tree.speed -- if tree.y>140 then -- tree.set=false -- tree.y=41 -- end -- end -- end -- end --end function death() if player.lifes<=0 then player.lifes=0 cls(0) map(60,0,8,9,87,35,0,1,0) print("YOUR SCORE IS",90,116,4,true,1,false) print(player.score,90,126,4,true,1,false) end end function TIC() if level.count==0 then menu() end if level.count>=1 and level.count<=5 then background_graphics() foreground_graphics() player_control() player_movement() mothership_ai() bomber_ai() wmonster_ai() bombs_ai() explodes_ai() rottenhand_ai() level_score_routine() level_changing() heart_drop() collisions() --tree_ai() death() end end