 Jonin
    Group: MemberPosts: 2422 Location: Roma>Pomezia>Torvajanica Status:  | |
| Naruto: il chackra della volpe a 9 code Piattaforma: PSP (EBOOT-Homebrew)- PC (Emulazione Homebrew)Numero Personaggi: 5Suoni: Originali (In JAP)Linguaggio: ItalianoGenere: PicchiaduroStato di Sviluppo: 99% (c'è un bug con Gaara)Relase: Download Versione PSP Versione PC presto disponibilePer chi vuole aiutarmi questo è il code di Gaara if chosedplayer == "gaara" then
if iso == "false" then
-- player mo
-- left muna
icon = Image.load("charicon/gaaraicon.png")
standleft = {} for inc = 1, 4 do standleft[inc] = Image.load("gaarasprites/left/stand/stand"..inc..".png") end walkleft = {} for inc = 1, 2 do walkleft[inc] = Image.load("gaarasprites/left/walk/walktest"..inc..".png") end
jumpleft = {} for inc = 1, 5 do jumpleft[inc] = Image.load("gaarasprites/left/jump/jump"..inc..".png") end
blockleft = {}
blockleft[1] = Image.load("gaarasprites/left/block/block1.png") blockleft[2] = Image.load("gaarasprites/left/block/block2.png")
retreatleft = {}
retreatleft[1] = Image.load("gaarasprites/left/retreat/retreat1.png") retreatleft[2] = Image.load("gaarasprites/left/retreat/retreat2.png")
crouchleft = {} for inc = 1, 4 do crouchleft[inc] = Image.load("gaarasprites/left/crouch/crouch"..inc..".png") end
punchleft = {} for inc = 1, 6 do punchleft[inc] = Image.load("gaarasprites/left/punch/punchtest"..inc..".png") end
kickleft = {} for inc = 1, 4 do kickleft[inc] = Image.load("gaarasprites/left/kick/kicktest"..inc..".png") end
killedleft = {} for inc = 1, 2 do killedleft[inc] = Image.load("gaarasprites/left/killed/killed"..inc..".png") end
specialleft = {} for inc = 1, 36 do specialleft[inc] = Image.load("gaarasprites/left/special/spl"..inc..".png") end
damagedleft = Image.load("gaarasprites/left/damaged/damaged1.png")
-- right naman
standright = {} for inc = 1,4 do standright[inc] = Image.load("gaarasprites/right/stand/stand"..inc..".png") end walkright = {} for inc = 1, 2 do walkright[inc] = Image.load("gaarasprites/right/walk/walktest"..inc..".png") end
jumpright = {} for inc = 1, 5 do jumpright[inc] = Image.load("gaarasprites/right/jump/jump"..inc..".png") end
blockright = {}
blockright[1] = Image.load("gaarasprites/right/block/block1.png") blockright[2] = Image.load("gaarasprites/right/block/block2.png")
retreatright = {}
retreatright[1] = Image.load("gaarasprites/right/retreat/retreat1.png") retreatright[2] = Image.load("gaarasprites/right/retreat/retreat2.png")
crouchright = {} for inc = 1, 4 do crouchright[inc] = Image.load("gaarasprites/right/crouch/crouch"..inc..".png") end
punchright = {} for inc = 1, 6 do punchright[inc] = Image.load("gaarasprites/right/punch/punchtest"..inc..".png") end
kickright = {} for inc = 1, 4 do kickright[inc] = Image.load("gaarasprites/right/kick/kicktest"..inc..".png") end
killedright = {} for inc = 1, 2 do killedright[inc] = Image.load("gaarasprites/right/killed/killed"..inc..".png") end
specialright = {} for inc = 1, 36 do specialright[inc] = Image.load("gaarasprites/right/special/spl"..inc..".png") end
damagedright = Image.load("gaarasprites/right/damaged/damaged1.png")
function throw()
if throwstate == 1 then
klastD = lastdirection
if klastD == 0 then
throwloop = throwloop + 1
if throwloop >= 1 and throwloop <= 15 then
yourP = punchleft[6]
kit = punchleft[1] screen:blit(player.x, player.y, kit)
elseif throwloop > 15 then throwloop = 0 state = 0 throwstate = 0 end
else
throwloop = throwloop + 1
if throwloop >= 1 and throwloop <= 15 then
yourP = punchright[6]
kit = punchright[1] screen:blit(player.x - 50, player.y, kit)
elseif throwloop > 15 then throwloop = 0 state = 0 throwstate = 0 end
end end end
function throwit()
if flyingstate == 1 then
if klastD == 0 then
if kny.x == 0 then
kny.x = player.x + 15
kny.y = player.y + 80
else
kny.x = kny.x + 10
screen:blit(kny.x, kny.y, kunayleft)
if kny.x >= enemyplay.x and enemylastdirection == 1 and (kny.y >= enemyplay.y and kny.y <= enemyplay.y + enemyplay.height) then
if enemyblockstate == 1 then
flyingstate = 0 kny.x = 0
else
enemyhitstate = 1 flyingstate = 0 kny.x = 0
end
end
if kny.x > 460 then flyingstate = 0 kny.x = 0 end
end
else
if kny.x == 0 then
kny.x = player.x - 15
kny.y = player.y + 80
else
kny.x = kny.x - 10
screen:blit(kny.x, kny.y, kunayright)
if kny.x <= enemyplay.x and enemylastdirection == 0 and (kny.y >= enemyplay.y and kny.y <= enemyplay.y + enemyplay.height) then
if enemyblockstate == 1 then
flyingstate = 0 kny.x = 0
else
enemyhitstate = 1 flyingstate = 0 kny.x = 0
end
end
if kny.x < 0 then flyingstate = 0 kny.x = 0 end
end
end end
end
function run()
if lastdirection == 0 then loop = loop + 1
player.y = 120 if loop >= 1 and loop <=8 then yourP = standleft[1] screen:blit(player.x + 8, player.y + 110, walkleft[1]) player.x = player.x + 7 --elseif loop >= 5 and loop <= 8 then -- -- yourP = standleft[2] -- screen:blit(player.x + 8, player.y + 110, walkleft[2]) -- player.x = player.x + 7 elseif loop > 8 then loop = 1
end
else
loop = loop + 1
player.y = 120 if loop >= 1 and loop <= 8 then yourP = standright[1] screen:blit(player.x - 30, player.y + 110, walkright[1]) player.x = player.x - 7 --elseif loop >= 5 and loop <= 8 then -- yourP = standright[2] -- screen:blit(player.x - 30, player.y + 110, walkright[2]) -- player.x = player.x - 7 elseif loop > 8 then loop = 1
end
end end
function jump()
if lastdirection == 0 then
if player.state == "jumping" then
jumploop = jumploop + 1
if jumploop >= 1 and jumploop <= 5 then yourP = jumpleft[1] elseif jumploop >= 6 and jumploop <= 10 then yourP = jumpleft[2] elseif jumploop >= 11 and jumploop <= 15 then yourP = jumpleft[3] elseif jumploop >= 16 and jumploop <= 20 then yourP = jumpleft[4] elseif jumploop >= 21 and jumploop <= 25 then yourP = jumpleft[5] elseif jumploop > 25 then player.state = "ground" player.x = player.x + 170 state = 1 jumpstate = 0 jumploop = 0 end
end
else
if player.state == "jumping" then
jumploop = jumploop + 1
if jumploop >= 1 and jumploop <= 5 then yourP = jumpright[1] elseif jumploop >= 6 and jumploop <= 10 then yourP = jumpright[2] elseif jumploop >= 11 and jumploop <= 15 then yourP = jumpright[3] elseif jumploop >= 16 and jumploop <= 20 then yourP = jumpright[4] elseif jumploop >= 21 and jumploop <= 25 then yourP = jumpright[5] elseif jumploop > 25 then player.state = "ground" player.x = player.x - 170 state = 1 jumpstate = 0 jumploop = 0 end end end end
function punch() if lastdirection == 0 then
punchloop = punchloop + 1 if punchloop >= 1 and punchloop <= 10 then player.x = player.x + 1 yourP = punchleft[6]
kit = punchleft[1] screen:blit(player.x, player.y, kit) elseif punchloop >= 11 and punchloop <= 15 then yourP = punchleft[6]
kit = punchleft[2] screen:blit(player.x, player.y, kit) elseif punchloop >= 16 and punchloop <= 18 then yourP = punchleft[6]
kit = punchleft[3] screen:blit(player.x, player.y, kit) elseif punchloop >= 19 and punchloop <= 22 then yourP = punchleft[6]
kit = punchleft[4] screen:blit(player.x, player.y, kit) elseif punchloop >= 23 and punchloop <= 27 then yourP = punchleft[6]
kit = punchleft[5] screen:blit(player.x, player.y, kit) elseif punchloop > 27 then punchloop = 0 state = 0 punchstate = 0
end
else
punchloop = punchloop + 1 if punchloop >= 1 and punchloop <= 10 then player.x = player.x - 1 yourP = punchright[6]
kit = punchright[1] screen:blit(player.x - 50, player.y, kit) elseif punchloop >= 11 and punchloop <= 15 then yourP = punchright[6]
kit = punchright[2] screen:blit(player.x - 50, player.y, kit) elseif punchloop >= 16 and punchloop <= 18 then yourP = punchright[6]
kit = punchright[3] screen:blit(player.x - 50, player.y, kit) elseif punchloop >= 19 and punchloop <= 22 then yourP = punchright[6]
kit = punchright[4] screen:blit(player.x - 50, player.y, kit)
elseif punchloop >= 23 and punchloop <= 27 then yourP = punchright[6]
kit = punchright[5] screen:blit(player.x - 50, player.y, kit) elseif punchloop > 27 then punchloop = 0 state = 0 punchstate = 0
end end end
function kick() if lastdirection == 0 then
kickloop = kickloop + 1 if kickloop >= 1 and kickloop <= 5 then yourP = standleft[1]
kit = kickleft[1] screen:blit(player.x + 50, player.y + 60, kit) elseif kickloop >= 6 and kickloop <= 10 then yourP = standleft[2]
kit = kickleft[2] screen:blit(player.x + 50, player.y + 60, kit) elseif kickloop >= 11 and kickloop <= 15 then yourP = standleft[3]
kit = kickleft[3] screen:blit(player.x + 50, player.y + 60, kit) elseif kickloop >= 16 and kickloop <= 20 then yourP = standleft[4]
kit = kickleft[4] screen:blit(player.x + 50, player.y + 60, kit) elseif kickloop > 20 then kickloop = 0 kickstate = 0 state = 0
end
else
kickloop = kickloop + 1 if kickloop >= 1 and kickloop <= 5 then yourP = standright[1]
kit = kickright[1] screen:blit(player.x - 80, player.y + 60, kit) elseif kickloop >= 6 and kickloop <= 10 then yourP = standright[2]
kit = kickright[2] screen:blit(player.x - 80, player.y + 60, kit) elseif enemykickloop >= 11 and enemykickloop <= 15 then enemy = standright[3]
kit = kickright[3] screen:blit(player.x - 80, player.y + 60, kit) elseif kickloop >= 16 and kickloop <= 20 then yourP = standright[4]
kit = kickright[4] screen:blit(player.x - 80, player.y + 60, kit) elseif kickloop > 20 then kickloop = 0 kickstate = 0 state = 0
end end end
function retreat() if lastdirection == 0 then
retreatloop = retreatloop + 1 if retreatloop >= 1 and retreatloop <= 7 then screen:blit(player.x, player.y, retreatleft[1]) yourP = retreatleft[2] elseif retreatloop >= 8 and retreatloop <= 14 then screen:blit(player.x, player.y, retreatleft[2]) yourP = retreatleft[2] elseif retreatloop > 14 then retreatloop = 0 state = 0 retreatstate = 0
player.x = player.x - 50 end
else
retreatloop = retreatloop + 1 if retreatloop >= 1 and retreatloop <= 7 then screen:blit(player.x, player.y, retreatleft[1]) yourP = retreatleft[2] elseif retreatloop >= 8 and retreatloop <= 14 then screen:blit(player.x, player.y, retreatleft[2]) yourP = retreatleft[2] elseif retreatloop > 14 then retreatloop = 0 state = 0 retreatstate = 0
player.x = player.x + 60 end end end
function crouch() if lastdirection == 0 then crouchloop = crouchloop + 1 if crouchloop >= 1 and crouchloop <= 2 then yourP = crouchleft[2] elseif crouchloop > 3 then yourP = crouchleft[3] end else crouchloop = crouchloop + 1 if crouchloop >= 1 and crouchloop <= 2 then yourP = crouchright[2] elseif crouchloop > 3 then yourP = crouchright[3] end end crouchstate = 0 end
function block() if lastdirection == 0 then blockloop = blockloop + 1
if blockloop >= 1 and blockloop <= 2 then yourP = blockleft[1] elseif blockloop >= 3 and blockloop <= 4 then yourP = blockleft[2] end else blockloop = blockloop + 1 if blockloop >= 1 and blockloop <= 2 then yourP = blockright[1] elseif blockloop >= 3 and blockloop <= 4 then yourP = blockright[2] end end
blockstate = 0
end
function specialTech() if specialstate == 1 then
if (player.x + player.width > enemyplay.x - 150) and (player.x < enemyplay.x + 160) and (player.y + player.height > enemyplay.y) and (player.y < enemyplay.y + enemyplay.height) then
gaaraRange = "range" else gaaraRange = "" end
if lastdirection == 0 then specialloop = specialloop + 1
if specialloop >= 1 and specialloop <= 10 then yourP = specialleft[1] player.y = 195 --player.x = player.x + 30 elseif specialloop >= 11 and specialloop <= 20 then yourP = specialleft[2] player.y = 195 elseif specialloop >= 21 and specialloop <= 30 then yourP = specialleft[3] player.y = 185 --player.x = player.x - 35 elseif specialloop >= 31 and specialloop <= 40 then yourP = specialleft[4] player.y = 185 --player.x = player.x - 14 elseif specialloop >= 41 and specialloop <= 50 then yourP = specialleft[5] player.y = 185 --player.x = player.x - 12 elseif specialloop >= 51 and specialloop <= 60 then yourP = specialleft[6] player.y = 163 elseif specialloop >= 61 and specialloop <= 70 then yourP = specialleft[7] player.y = 156 elseif specialloop >= 71 and specialloop <= 80 then yourP = specialleft[8] player.y = 156 elseif specialloop >= 81 and specialloop <= 90 then yourP = specialleft[9] player.y = 156 elseif specialloop >= 91 and specialloop <= 100 then yourP = specialleft[10] player.y = 156
elseif specialloop >= 101 and specialloop <= 110 then yourP = specialleft[11] player.y = 156 elseif specialloop >= 111 and specialloop <= 120 then yourP = specialleft[12] player.y = 156 elseif specialloop >= 121 and specialloop <= 130 then yourP = specialleft[13] player.y = 156 elseif specialloop >= 131 and specialloop <= 140 then yourP = specialleft[14] player.y = 156 elseif specialloop >= 141 and specialloop <= 150 then yourP = specialleft[15] player.y = 156 elseif specialloop >= 151 and specialloop <= 160 then yourP = specialleft[16] player.y = 156 elseif specialloop >= 161 and specialloop <= 170 then yourP = specialleft[17] player.y = 156 elseif specialloop >= 171 and specialloop <= 180 then yourP = specialleft[18] player.y = 156 elseif specialloop >= 181 and specialloop <= 190 then yourP = specialleft[19] player.y = 156 elseif specialloop >= 191 and specialloop <= 200 then yourP = specialleft[20] player.y = 156
elseif specialloop >= 201 and specialloop <= 210 then yourP = specialleft[21] player.y = 156 elseif specialloop >= 211 and specialloop <= 220 then yourP = specialleft[22] player.y = 156 elseif specialloop >= 221 and specialloop <= 230 then yourP = specialleft[23] player.y = 156 elseif specialloop >= 231 and specialloop <= 240 then yourP = specialleft[24] player.y = 156 elseif specialloop >= 241 and specialloop <= 250 then yourP = specialleft[25] player.y = 156 elseif specialloop >= 251 and specialloop <= 260 then yourP = specialleft[26] player.y = 156 elseif specialloop >= 261 and specialloop <= 270 then yourP = specialleft[27] player.y = 156 elseif specialloop >= 271 and specialloop <= 280 then yourP = specialleft[28] player.y = 156 elseif specialloop >= 281 and specialloop <= 290 then yourP = specialleft[29] player.y = 156 elseif specialloop >= 291 and specialloop <= 300 then yourP = specialleft[30] player.y = 156
elseif specialloop >= 301 and specialloop <= 320 then yourP = specialleft[31] player.y = 156 elseif specialloop >= 321 and specialloop <= 340 then yourP = specialleft[32] player.y = 156 elseif specialloop >= 341 and specialloop <= 360 then yourP = specialleft[33] player.y = 156 elseif specialloop >= 361 and specialloop <= 380 then yourP = specialleft[34] player.y = 156 elseif specialloop >= 381 and specialloop <= 400 then yourP = specialleft[35] player.y = 156 elseif specialloop >= 401 and specialloop <= 430 then yourP = specialleft[36] player.y = 156 elseif specialloop > 430 then specialloop = 0 state = 0 specialstate = 0 end
if specialloop == 1 then player.x = currentX + 30 elseif specialloop == 11 then player.x = currentX + 30 elseif specialloop == 21 then player.x = currentX elseif specialloop == 31 then player.x = currentX - 14 elseif specialloop == 41 then player.x = currentX - 12 elseif specialloop == 51 then player.y = 163 end
else
specialloop = specialloop + 1
if specialloop >= 1 and specialloop <= 10 then yourP = specialright[1] player.y = 195 --player.x = player.x + 30 elseif specialloop >= 11 and specialloop <= 20 then yourP = specialright[2] player.y = 195 elseif specialloop >= 21 and specialloop <= 30 then yourP = specialright[3] player.y = 185 --player.x = player.x - 35 elseif specialloop >= 31 and specialloop <= 40 then yourP = specialright[4] player.y = 185 --player.x = player.x - 14 elseif specialloop >= 41 and specialloop <= 50 then yourP = specialright[5] player.y = 185 --player.x = player.x - 12 elseif specialloop >= 51 and specialloop <= 60 then yourP = specialright[6] player.y = 163 elseif specialloop >= 61 and specialloop <= 70 then yourP = specialright[7] player.y = 156 elseif specialloop >= 71 and specialloop <= 80 then yourP = specialright[8] player.y = 156 elseif specialloop >= 81 and specialloop <= 90 then yourP = specialright[9] player.y = 156 elseif specialloop >= 91 and specialloop <= 100 then yourP = specialright[10] player.y = 156
elseif specialloop >= 101 and specialloop <= 110 then yourP = specialright[11] player.y = 156 elseif specialloop >= 111 and specialloop <= 120 then yourP = specialright[12] player.y = 156 elseif specialloop >= 121 and specialloop <= 130 then yourP = specialright[13] player.y = 156 elseif specialloop >= 131 and specialloop <= 140 then yourP = specialright[14] player.y = 156 elseif specialloop >= 141 and specialloop <= 150 then yourP = specialright[15] player.y = 156 elseif specialloop >= 151 and specialloop <= 160 then yourP = specialright[16] player.y = 156 elseif specialloop >= 161 and specialloop <= 170 then yourP = specialright[17] player.y = 156 elseif specialloop >= 171 and specialloop <= 180 then yourP = specialright[18] player.y = 156 elseif specialloop >= 181 and specialloop <= 190 then yourP = specialright[19] player.y = 156 elseif specialloop >= 191 and specialloop <= 200 then yourP = specialright[20] player.y = 156
elseif specialloop >= 201 and specialloop <= 210 then yourP = specialright[21] player.y = 156 elseif specialloop >= 211 and specialloop <= 220 then yourP = specialright[22] player.y = 156 elseif specialloop >= 221 and specialloop <= 230 then yourP = specialright[23] player.y = 156 elseif specialloop >= 231 and specialloop <= 240 then yourP = specialright[24] player.y = 156 elseif specialloop >= 241 and specialloop <= 250 then yourP = specialright[25] player.y = 156 elseif specialloop >= 251 and specialloop <= 260 then yourP = specialright[26] player.y = 156 elseif specialloop >= 261 and specialloop <= 270 then yourP = specialright[27] player.y = 156 elseif specialloop >= 271 and specialloop <= 280 then yourP = specialright[28] player.y = 156 elseif specialloop >= 281 and specialloop <= 290 then yourP = specialright[29] player.y = 156 elseif specialloop >= 291 and specialloop <= 300 then yourP = specialright[30] player.y = 156
elseif specialloop >= 301 and specialloop <= 320 then yourP = specialright[31] player.y = 156 elseif specialloop >= 321 and specialloop <= 340 then yourP = specialright[32] player.y = 156 elseif specialloop >= 341 and specialloop <= 360 then yourP = specialright[33] player.y = 156 elseif specialloop >= 361 and specialloop <= 380 then yourP = specialright[34] player.y = 156 elseif specialloop >= 381 and specialloop <= 400 then yourP = specialright[35] player.y = 156 elseif specialloop >= 401 and specialloop <= 430 then yourP = specialright[36] player.y = 156 elseif specialloop > 430 then specialloop = 0 state = 0 specialstate = 0 end
if specialloop == 1 then player.x = currentX - 30 elseif specialloop == 11 then player.x = currentX - 30 elseif specialloop == 21 then player.x = currentX elseif specialloop == 31 then player.x = currentX + 14 elseif specialloop == 41 then player.x = currentX + 12 elseif specialloop == 51 then player.y = 163 elseif specialloop == 151 then player.x = currentX - 30 elseif specialloop == 161 then player.x = currentX - 30 elseif specialloop == 171 then player.x = currentX - 30 elseif specialloop == 181 then player.x = currentX - 30 elseif specialloop == 191 then player.x = currentX - 30 elseif specialloop == 200 then player.x = currentX - 30
elseif specialloop == 241 then player.x = currentX + 30
elseif specialloop == 251 then player.x = currentX + 30 elseif specialloop == 271 then player.x = currentX + 30 elseif specialloop == 281 then player.x = currentX - 30 elseif specialloop == 291 then player.x = currentX - 30 elseif specialloop == 301 then player.x = currentX - 73 elseif specialloop == 321 then player.x = currentX - 70 elseif specialloop == 341 then player.x = currentX - 70 elseif specialloop == 361 then player.x = currentX - 89 elseif specialloop == 381 then player.x = currentX - 140 elseif specialloop == 401 then player.x = currentX - 150 elseif specialloop == 430 then player.x = currentX + 150 end end
if specialloop == 1 then playerH.x = playerH.x - 20 end if gaaraRange == "range" and specialloop == 430 and enemyblockloop < 1 then enemyhitstate = 1 enemyhealth.x = enemyhealth.x - 50 end end end
function killed()
if killedstate == 1 then
if enemylastdirection == 0 then
killedloop = killedloop + 1
if killedloop >= 1 and killedloop <= 15 then
yourP = killedleft[1] player.y = player.y - 6 player.x = player.x + 15
elseif killedloop >= 16 and killedloop <= 30 then
yourP = killedleft[1] player.y = player.y + 6 player.x = player.x + 15
elseif killedloop >= 31 then
yourP = killedleft[2]
end
else
killedloop = killedloop + 1 if killedloop >= 1 and killedloop <= 15 then
yourP = killedright[1] player.y = player.y - 6 player.x = player.x - 15
elseif killedloop >= 16 and killedloop <= 30 then
yourP = killedright[1] player.y = player.y + 6 player.x = player.x - 15
elseif killedloop >= 31 then
yourP = killedright[2]
end
end
end end
function damaged()
if blockloop == 0 and enemycollision == 1 and crouchstate == 0 and retreatstate == 0 then if enemypunchloop == 20 or enemykickloop == 20 then
damagedstate = 1 state = "" end end
if damagedstate == 1 then
if enemylastdirection == 1 then
damagedloop = damagedloop + 1
if damagedloop >= 1 and damagedloop <= 7 then yourP = damagedleft player.x = player.x - 1
elseif damagedloop >= 8 and damagedloop <= 14 then yourP = damagedleft player.x = player.x - 1
elseif damagedloop > 21 then damagedloop = 0 state = 0 damagedstate = 0 lastdirection = 0 end
else
damagedloop = damagedloop + 1
if damagedloop >= 1 and damagedloop <= 9 then yourP = damagedright player.x = player.x + 1
elseif damagedloop >= 10 and damagedloop <= 18 then yourP = damagedright player.x = player.x + 1
elseif damagedloop > 25 then damagedloop = 0 state = 0 damagedstate = 0 lastdirection = 1 end end end
----- mabawasan ka .....
-- PS : Kalokohan lang ito ha!
-- another PS : ay, tunay pala ito, juk lng ...
if damagedstate == 1 and damagedloop == 2 then playerH.x = playerH.x - 5 end
if playerH.x <= 0 then killedstate = 1 killed() end
end
end iso = "true" end
if chosedenemy == "gaara" then
if enemyiso == "false" then
eicon = Image.load("charicon/gaaraicon.png")
enemystandleft = {} for inc = 1, 4 do enemystandleft[inc] = Image.load("gaarasprites/left/stand/stand"..inc..".png") end enemywalkleft = {} for inc = 1, 2 do enemywalkleft[inc] = Image.load("gaarasprites/left/walk/walktest"..inc..".png") end
enemyjumpleft = {} for inc = 1, 5 do enemyjumpleft[inc] = Image.load("gaarasprites/left/jump/jump"..inc..".png") end
enemyblockleft = {}
enemyblockleft[1] = Image.load("gaarasprites/left/block/block1.png") enemyblockleft[2] = Image.load("gaarasprites/left/block/block2.png")
enemyretreatleft = {}
enemyretreatleft[1] = Image.load("gaarasprites/left/retreat/retreat1.png") enemyretreatleft[2] = Image.load("gaarasprites/left/retreat/retreat2.png")
enemycrouchleft = {} for inc = 1, 4 do enemycrouchleft[inc] = Image.load("gaarasprites/left/crouch/crouch"..inc..".png") end
enemypunchleft = {} for inc = 1, 6 do enemypunchleft[inc] = Image.load("gaarasprites/left/punch/punchtest"..inc..".png") end
enemykickleft = {} for inc = 1, 4 do enemykickleft[inc] = Image.load("gaarasprites/left/kick/kicktest"..inc..".png") end
enemyspecialleft = {} for inc = 1, 36 do enemyspecialleft[inc] = Image.load("gaarasprites/left/special/spl"..inc..".png") end
enemykilledleft = {} for inc = 1, 2 do enemykilledleft[inc] = Image.load("gaarasprites/left/killed/killed"..inc..".png") end
enemyhitleft = Image.load("gaarasprites/left/damaged/damaged1.png")
-- right naman
enemystandright = {} for inc = 1,4 do enemystandright[inc] = Image.load("gaarasprites/right/stand/stand"..inc..".png") end enemywalkright = {} for inc = 1, 2 do enemywalkright[inc] = Image.load("gaarasprites/right/walk/walktest"..inc..".png") end
enemyjumpright = {} for inc = 1, 5 do enemyjumpright[inc] = Image.load("gaarasprites/right/jump/jump"..inc..".png") end
enemyblockright = {}
enemyblockright[1] = Image.load("gaarasprites/right/block/block1.png") enemyblockright[2] = Image.load("gaarasprites/right/block/block2.png")
enemyretreatright = {}
enemyretreatright[1] = Image.load("gaarasprites/right/retreat/retreat1.png") enemyretreatright[2] = Image.load("gaarasprites/right/retreat/retreat2.png")
enemycrouchright = {} for inc = 1, 4 do enemycrouchright[inc] = Image.load("gaarasprites/right/crouch/crouch"..inc..".png") end
enemypunchright = {} for inc = 1, 6 do enemypunchright[inc] = Image.load("gaarasprites/right/punch/punchtest"..inc..".png") end
enemykickright = {} for inc = 1, 4 do enemykickright[inc] = Image.load("gaarasprites/right/kick/kicktest"..inc..".png") end
enemyspecialright = {} for inc = 1, 36 do enemyspecialright[inc] = Image.load("gaarasprites/right/special/spl"..inc..".png") end
enemykilledright = {} for inc = 1, 2 do enemykilledright[inc] = Image.load("gaarasprites/right/killed/killed"..inc..".png") end
enemyhitright = Image.load("gaarasprites/right/damaged/damaged1.png")
function enemythrow()
if enemythrowstate == 1 then
if enemylastdirection == 0 then
enemythrowloop = enemythrowloop + 1
if enemythrowloop >= 1 and enemythrowloop <= 15 then
enemy = enemypunchleft[6]
elseif enemythrowloop > 15 then enemythrowloop = 0 enemystate = 1 enemythrowstate = 0 end
else
enemythrowloop = enemythrowloop + 1
if enemythrowloop >= 1 and enemythrowloop <= 15 then
enemy = enemypunchright[6]
elseif enemythrowloop > 15 then enemythrowloop = 0 enemystate = 1 enemythrowstate = 0 end
end end end
---------------- papaganahin pa lang -------------------
----------------- nagana na kaya ---------------------
function enemythrowit()
if enemyflyingstate == 1 then
if enemylastdirection == 0 then
if enemykny.x == 0 then
enemykny.x = enemyplay.x + 15
enemykny.y = enemyplay.y + 80
else
enemykny.x = enemykny.x + 10
screen:blit(enemykny.x, enemykny.y, kunayleft)
if enemykny.x >= player.x and enemylastdirection == 0 and (enemykny.y >= player.y and enemykny.y <= player.y + player.height) then
enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
if blockloop > 0 then
damagedstate = 0
else
damagedstate = 1 enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
end
end
if enemykny.x > 460 then enemyflyingstate = 0 enemykny.x = 0 end
end
else
if enemykny.x == 0 then
enemykny.x = enemyplay.x - 15
enemykny.y = enemyplay.y + 80
else
enemykny.x = enemykny.x - 10
screen:blit(enemykny.x, enemykny.y, kunayright)
if enemykny.x <= player.x and enemylastdirection == 1 and (enemykny.y >= player.y and enemykny.y <= player.y + player.height) then
enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
if blockloop > 0 then
damagedstate = 0
else
damagedstate = 1 enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
end
end
if enemykny.x < 0 then enemyflyingstate = 0 enemykny.x = 0 end
end
end end
end
function enemyrun()
if enemylastdirection == 0 then enemyloop = enemyloop + 1
enemyplay.y = 120 if enemyloop >= 1 and enemyloop <=8 then enemy = enemystandleft[1] screen:blit(enemyplay.x + 8, enemyplay.y + 110, enemywalkleft[1]) enemyplay.x = enemyplay.x + 7 --elseif loop >= 5 and loop <= 8 then -- -- yourP = standleft[2] -- screen:blit(player.x + 8, player.y + 110, walkleft[2]) -- player.x = player.x + 7 elseif enemyloop > 8 then enemyloop = 1
end
else
enemyloop = enemyloop + 1
enemyplay.y = 120 if enemyloop >= 1 and enemyloop <= 8 then enemy = enemystandright[1] screen:blit(enemyplay.x - 30, enemyplay.y + 110, enemywalkright[1]) enemyplay.x = enemyplay.x - 7 --elseif loop >= 5 and loop <= 8 then -- yourP = standright[2] -- screen:blit(player.x - 30, player.y + 110, walkright[2]) -- player.x = player.x - 7 elseif enemyloop > 8 then enemyloop = 1
end
end end
function enemyjump() if enemystate == 0 then if enemylastdirection == 0 then
if enemyplay.state == "jumping" then
enemyjumploop = enemyjumploop + 1
if enemyjumploop >= 1 and enemyjumploop <= 5 then enemy = enemyjumpleft[1] elseif enemyjumploop >= 6 and enemyjumploop <= 10 then enemy = enemyjumpleft[2] elseif enemyjumploop >= 11 and enemyjumploop <= 15 then enemy = enemyjumpleft[3] elseif enemyjumploop >= 16 and enemyjumploop <= 20 then enemy = enemyjumpleft[4] elseif enemyjumploop >= 21 and enemyjumploop <= 25 then enemy = enemyjumpleft[5] elseif enemyjumploop > 25 then enemyplay.state = "ground" enemyplay.x = enemyplay.x + 100 enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end
end
else
if enemyplay.state == "jumping" then
enemyjumploop = enemyjumploop + 1
if enemyjumploop >= 1 and enemyjumploop <= 5 then enemy = enemyjumpright[1] elseif enemyjumploop >= 6 and enemyjumploop <= 10 then enemy = enemyjumpright[2] elseif enemyjumploop >= 11 and enemyjumploop <= 15 then enemy = enemyjumpright[3] elseif enemyjumploop >= 16 and enemyjumploop <= 20 then enemy = enemyjumpright[4] elseif enemyjumploop >= 21 and enemyjumploop <= 25 then enemy = enemyjumpright[5] elseif enemyjumploop > 25 then enemyplay.state = "ground" enemyplay.x = enemyplay.x - 100 enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end end
end end end
function enemyjumpApp() if enemystate == 0 then if enemylastdirection == 0 then
if enemyplay.state == "jumping" then
enemyjumploop = enemyjumploop + 1
if enemyjumploop >= 1 and enemyjumploop <= 5 then enemy = enemyjumpleft[1] elseif enemyjumploop >= 6 and enemyjumploop <= 10 then enemy = enemyjumpleft[2] elseif enemyjumploop >= 11 and enemyjumploop <= 15 then enemy = enemyjumpleft[3] elseif enemyjumploop >= 16 and enemyjumploop <= 20 then enemy = enemyjumpleft[4] elseif enemyjumploop >= 21 and enemyjumploop <= 25 then enemy = enemyjumpleft[5] elseif enemyjumploop > 25 then enemyplay.state = "ground" enemyplay.x = enemyplay.x + 100 enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end
end
else
if enemyplay.state == "jumping" then
enemyjumploop = enemyjumploop + 1
if enemyjumploop >= 1 and enemyjumploop <= 5 then enemy = enemyjumpright[1] elseif enemyjumploop >= 6 and enemyjumploop <= 10 then enemy = enemyjumpright[2] elseif enemyjumploop >= 11 and enemyjumploop <= 15 then enemy = enemyjumpright[3] elseif enemyjumploop >= 16 and enemyjumploop <= 20 then enemy = enemyjumpright[4] elseif enemyjumploop >= 21 and enemyjumploop <= 25 then enemy = enemyjumpright[5] elseif enemyjumploop > 25 then enemyplay.state = "ground" enemyplay.x = enemyplay.x - 100 enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end end end end end
function enemypunch() if enemylastdirection == 0 then
enemypunchloop = enemypunchloop + 1 if enemypunchloop >= 1 and enemypunchloop <= 10 then enemyplay.x = enemyplay.x + 1 enemy = enemypunchleft[6]
kit = enemypunchleft[1] screen:blit(enemyplay.x, enemyplay.y, kit) elseif enemypunchloop >= 11 and enemypunchloop <= 15 then enemy = enemypunchleft[6]
kit = enemypunchleft[2] screen:blit(enemyplay.x, enemyplay.y, kit) elseif enemypunchloop >= 16 and enemypunchloop <= 18 then enemy = enemypunchleft[6]
kit = enemypunchleft[3] screen:blit(enemyplay.x, enemyplay.y, kit) elseif enemypunchloop >= 19 and enemypunchloop <= 22 then enemy = enemypunchleft[6]
kit = enemypunchleft[4] screen:blit(enemyplay.x, enemyplay.y, kit) elseif enemypunchloop >= 23 and enemypunchloop <= 27 then enemy = enemypunchleft[6]
kit = enemypunchleft[5] screen:blit(enemyplay.x, enemyplay.y, kit) elseif enemypunchloop > 27 then enemypunchloop = 0 enemystatestate = 0 enemypunchstate = 0
end
else
enemypunchloop = enemypunchloop + 1 if enemypunchloop >= 1 and enemypunchloop <= 10 then enemyplay.x = enemyplay.x - 1 enemy = enemypunchright[6]
kit = enemypunchright[1] screen:blit(enemyplay.x - 50, enemyplay.y, kit) elseif enemypunchloop >= 11 and enemypunchloop <= 15 then enemy = enemypunchright[6]
kit = enemypunchright[2] screen:blit(enemyplay.x - 50, enemyplay.y, kit) elseif enemypunchloop >= 16 and enemypunchloop <= 18 then enemy = enemypunchright[6]
kit = enemypunchright[3] screen:blit(enemyplay.x - 50, enemyplay.y, kit) elseif enemypunchloop >= 19 and enemypunchloop <= 22 then enemy = enemypunchright[6]
kit = enemypunchright[4] screen:blit(enemyplay.x - 50, enemyplay.y, kit)
elseif enemypunchloop >= 23 and enemypunchloop <= 27 then enemy = enemypunchright[6]
kit = enemypunchright[5] screen:blit(enemyplay.x - 50, enemyplay.y, kit) elseif enemypunchloop > 27 then enemypunchloop = 0 enemystate = 0 enemypunchstate = 0
end end end
function enemykick() if enemylastdirection == 0 then
enemykickloop = enemykickloop + 1 if enemykickloop >= 1 and enemykickloop <= 5 then enemy = enemystandleft[1]
kit = enemykickleft[1] screen:blit(enemyplay.x + 50, enemyplay.y + 60, kit) elseif enemykickloop >= 6 and enemykickloop <= 10 then enemy = enemystandleft[2]
kit = enemykickleft[2] screen:blit(enemyplay.x + 50, enemyplay.y + 60, kit) elseif enemykickloop >= 11 and enemykickloop <= 15 then enemy = enemystandleft[3]
kit = enemykickleft[3] screen:blit(enemyplay.x + 50, enemyplay.y + 60, kit) elseif enemykickloop >= 16 and enemykickloop <= 20 then enemy = enemystandleft[4]
kit = enemykickleft[4] screen:blit(enemyplay.x + 50, enemyplay.y + 60, kit) elseif enemykickloop > 20 then enemykickloop = 0 enemykickstate = 0 enemystate = 0
end
else
enemykickloop = enemykickloop + 1 if enemykickloop >= 1 and enemykickloop <= 5 then enemy = enemystandright[1]
kit = enemykickright[1] screen:blit(enemyplay.x - 80, enemyplay.y + 60, kit) elseif enemykickloop >= 6 and enemykickloop <= 10 then enemy = enemystandright[2]
kit = enemykickright[2] screen:blit(enemyplay.x - 80, enemyplay.y + 60, kit) elseif enemykickloop >= 11 and enemykickloop <= 15 then enemy = enemystandright[3]
kit = enemykickright[3] screen:blit(enemyplay.x - 80, enemyplay.y + 60, kit) elseif enemykickloop >= 16 and enemykickloop <= 20 then enemy = enemystandright[4]
kit = enemykickright[4] screen:blit(enemyplay.x - 80, enemyplay.y + 60, kit) elseif enemykickloop > 20 then enemykickloop = 0 enemykickstate = 0 enemystate = 0
end end end
function enemyretreat() if enemylastdirection == 0 then
enemyretreatloop = enemyretreatloop + 1 if enemyretreatloop >= 1 and enemyretreatloop <= 7 then screen:blit(enemyplay.x, enemyplay.y, enemyretreatleft[1]) enemy = enemyretreatleft[2] elseif enemyretreatloop >= 8 and enemyretreatloop <= 14 then screen:blit(enemyplay.x, enemyplay.y, enemyretreatleft[2]) enemy = enemyretreatleft[2] elseif enemyretreatloop > 14 then enemyretreatloop = 0 enemystate = 0 enemyretreatstate = 0
enemyplay.x = enemyplay.x - 50 end
else
enemyretreatloop = enemyretreatloop + 1 if enemyretreatloop >= 1 and enemyretreatloop <= 7 then screen:blit(enemyplay.x, enemyplay.y, enemyretreatleft[1]) enemy = enemyretreatleft[2] elseif enemyretreatloop >= 8 and enemyretreatloop <= 14 then screen:blit(enemyplay.x, enemyplay.y, enemyretreatleft[2]) enemy = enemyretreatleft[2] elseif enemyretreatloop > 14 then enemyretreatloop = 0 enemystate = 0 enemyretreatstate = 0
enemyplay.x = enemyplay.x + 60 end end end
function enemycrouch() if enemylastdirection == 0 then enemycrouchloop = enemycrouchloop + 1
if enemycrouchloop >= 1 and enemycrouchloop <= 5 then enemy = enemycrouchleft[1] elseif enemycrouchloop >= 6 and enemycrouchloop <= 10 then enemy = enemycrouchleft[2] elseif enemycrouchloop >= 11 and enemycrouchloop <= 15 then enemy = enemycrouchleft[3] elseif enemycrouchloop >= 16 then enemy = enemycrouchleft[4] end else enemycrouchloop = enemycrouchloop + 1
if enemycrouchloop >= 1 and enemycrouchloop <= 5 then enemy = enemycrouchright[1] elseif enemycrouchloop >= 6 and enemycrouchloop <= 10 then enemy = enemycrouchright[2] elseif enemycrouchloop >= 11 and enemycrouchloop <= 15 then enemy = enemycrouchright[3] elseif enemycrouchloop >= 16 then enemy = enemycrouchright[4] end end enemycrouchstate = 0 end
function enemyblock() if enemylastdirection == 0 then enemyblockloop = enemyblockloop + 1
if enemyblockloop >= 1 and enemyblockloop <= 4 then enemy = enemyblockleft[1] elseif enemyblockloop >= 5 and enemyblockloop <= 25 then enemy = enemyblockleft[2] elseif enemyblockloop > 25 then enemyblockloop = 0 enemyblockstate = 0 enemystate = 1 end else enemyblockloop = enemyblockloop + 1 if enemyblockloop >= 1 and enemyblockloop <= 4 then enemy = enemyblockright[1] elseif enemyblockloop >= 5 and enemyblockloop <= 25 then enemy = enemyblockright[2] elseif enemyblockloop > 25 then enemyblockloop = 0 enemyblockstate = 0 enemystate = 1 end end
end
function enemyspecialTech() if enemyspecialstate == 1 then
-- if (enemyplay.x + enemyplay.width > enemyplay.x - 150) and (enemyplay.x < enemyplay.x + 160) and -- (enemyplay.y + enemyplay.height > enemyplay.y) and (enemyplay.y < enemyplay.y + enemyplay.height) then -- -- gaaraRange = "range" else gaaraRange = "" end
if enemylastdirection == 0 then enemyspecialloop = enemyspecialloop + 1
if enemyspecialloop >= 1 and enemyspecialloop <= 10 then enemy = enemyspecialleft[1] enemyplay.y = 195 --enemyplay.x = enemyplay.x + 30 elseif enemyspecialloop >= 11 and enemyspecialloop <= 20 then enemy = enemyspecialleft[2] enemyplay.y = 195 elseif enemyspecialloop >= 21 and enemyspecialloop <= 30 then enemy = enemyspecialleft[3] enemyplay.y = 185 --enemyplay.x = enemyplay.x - 35 elseif enemyspecialloop >= 31 and enemyspecialloop <= 40 then enemy = enemyspecialleft[4] enemyplay.y = 185 --enemyplay.x = enemyplay.x - 14 elseif enemyspecialloop >= 41 and enemyspecialloop <= 50 then enemy = enemyspecialleft[5] enemyplay.y = 185 --enemyplay.x = enemyplay.x - 12 elseif enemyspecialloop >= 51 and enemyspecialloop <= 60 then enemy = enemyspecialleft[6] enemyplay.y = 163 elseif enemyspecialloop >= 61 and enemyspecialloop <= 70 then enemy = enemyspecialleft[7] enemyplay.y = 156 elseif enemyspecialloop >= 71 and enemyspecialloop <= 80 then enemy = enemyspecialleft[8] enemyplay.y = 156 elseif enemyspecialloop >= 81 and enemyspecialloop <= 90 then enemy = enemyspecialleft[9] enemyplay.y = 156 elseif enemyspecialloop >= 91 and enemyspecialloop <= 100 then enemy = enemyspecialleft[10] enemyplay.y = 156
elseif enemyspecialloop >= 101 and enemyspecialloop <= 110 then enemy = enemyspecialleft[11] enemyplay.y = 156 elseif enemyspecialloop >= 111 and enemyspecialloop <= 120 then enemy = enemyspecialleft[12] enemyplay.y = 156 elseif enemyspecialloop >= 121 and enemyspecialloop <= 130 then enemy = enemyspecialleft[13] enemyplay.y = 156 elseif enemyspecialloop >= 131 and enemyspecialloop <= 140 then enemy = enemyspecialleft[14] enemyplay.y = 156 elseif enemyspecialloop >= 141 and enemyspecialloop <= 150 then enemy = enemyspecialleft[15] enemyplay.y = 156 elseif enemyspecialloop >= 151 and enemyspecialloop <= 160 then enemy = enemyspecialleft[16] enemyplay.y = 156 elseif enemyspecialloop >= 161 and enemyspecialloop <= 170 then enemy = enemyspecialleft[17] enemyplay.y = 156 elseif enemyspecialloop >= 171 and enemyspecialloop <= 180 then enemy = enemyspecialleft[18] enemyplay.y = 156 elseif enemyspecialloop >= 181 and enemyspecialloop <= 190 then enemy = enemyspecialleft[19] enemyplay.y = 156 elseif enemyspecialloop >= 191 and enemyspecialloop <= 200 then enemy = enemyspecialleft[20] enemyplay.y = 156
elseif enemyspecialloop >= 201 and enemyspecialloop <= 210 then enemy = enemyspecialleft[21] enemyplay.y = 156 elseif enemyspecialloop >= 211 and enemyspecialloop <= 220 then enemy = enemyspecialleft[22] enemyplay.y = 156 elseif enemyspecialloop >= 221 and enemyspecialloop <= 230 then enemy = enemyspecialleft[23] enemyplay.y = 156 elseif enemyspecialloop >= 231 and enemyspecialloop <= 240 then enemy = enemyspecialleft[24] enemyplay.y = 156 elseif enemyspecialloop >= 241 and enemyspecialloop <= 250 then enemy = enemyspecialleft[25] enemyplay.y = 156 elseif enemyspecialloop >= 251 and enemyspecialloop <= 260 then enemy = enemyspecialleft[26] enemyplay.y = 156 elseif enemyspecialloop >= 261 and enemyspecialloop <= 270 then enemy = enemyspecialleft[27] enemyplay.y = 156 elseif enemyspecialloop >= 271 and enemyspecialloop <= 280 then enemy = enemyspecialleft[28] enemyplay.y = 156 elseif enemyspecialloop >= 281 and enemyspecialloop <= 290 then enemy = enemyspecialleft[29] enemyplay.y = 156 elseif enemyspecialloop >= 291 and enemyspecialloop <= 300 then enemy = enemyspecialleft[30] enemyplay.y = 156
elseif enemyspecialloop >= 301 and enemyspecialloop <= 320 then enemy = enemyspecialleft[31] enemyplay.y = 156 elseif enemyspecialloop >= 321 and enemyspecialloop <= 340 then enemy = enemyspecialleft[32] enemyplay.y = 156 elseif enemyspecialloop >= 341 and enemyspecialloop <= 360 then enemy = enemyspecialleft[33] enemyplay.y = 156 elseif enemyspecialloop >= 361 and enemyspecialloop <= 380 then enemy = enemyspecialleft[34] enemyplay.y = 156 elseif enemyspecialloop >= 381 and enemyspecialloop <= 400 then enemy = enemyspecialleft[35] enemyplay.y = 156 elseif enemyspecialloop >= 401 and enemyspecialloop <= 430 then enemy = enemyspecialleft[36] enemyplay.y = 156 elseif enemyspecialloop > 430 then enemyspecialloop = 0 state = 0 specialstate = 0 end
if enemyspecialloop == 1 then enemyplay.x = currentX + 30 elseif enemyspecialloop == 11 then enemyplay.x = currentX + 30 elseif enemyspecialloop == 21 then enemyplay.x = currentX elseif enemyspecialloop == 31 then enemyplay.x = currentX - 14 elseif enemyspecialloop == 41 then enemyplay.x = currentX - 12 elseif enemyspecialloop == 51 then enemyplay.y = 163 end
else
enemyspecialloop = enemyspecialloop + 1
if enemyspecialloop >= 1 and enemyspecialloop <= 10 then enemy = enemyspecialright[1] enemyplay.y = 195 --enemyplay.x = enemyplay.x + 30 elseif enemyspecialloop >= 11 and enemyspecialloop <= 20 then enemy = enemyspecialright[2] enemyplay.y = 195 elseif enemyspecialloop >= 21 and enemyspecialloop <= 30 then enemy = enemyspecialright[3] enemyplay.y = 185 --enemyplay.x = enemyplay.x - 35 elseif enemyspecialloop >= 31 and enemyspecialloop <= 40 then enemy = enemyspecialright[4] enemyplay.y = 185 --enemyplay.x = enemyplay.x - 14 elseif enemyspecialloop >= 41 and enemyspecialloop <= 50 then enemy = enemyspecialright[5] enemyplay.y = 185 --enemyplay.x = enemyplay.x - 12 elseif enemyspecialloop >= 51 and enemyspecialloop <= 60 then enemy = enemyspecialright[6] enemyplay.y = 163 elseif enemyspecialloop >= 61 and enemyspecialloop <= 70 then enemy = enemyspecialright[7] enemyplay.y = 156 elseif enemyspecialloop >= 71 and enemyspecialloop <= 80 then enemy = enemyspecialright[8] enemyplay.y = 156 elseif enemyspecialloop >= 81 and enemyspecialloop <= 90 then enemy = enemyspecialright[9] enemyplay.y = 156 elseif enemyspecialloop >= 91 and enemyspecialloop <= 100 then enemy = enemyspecialright[10] enemyplay.y = 156
elseif enemyspecialloop >= 101 and enemyspecialloop <= 110 then enemy = enemyspecialright[11] enemyplay.y = 156 elseif enemyspecialloop >= 111 and enemyspecialloop <= 120 then enemy = enemyspecialright[12] enemyplay.y = 156 elseif enemyspecialloop >= 121 and enemyspecialloop <= 130 then enemy = enemyspecialright[13] enemyplay.y = 156 elseif enemyspecialloop >= 131 and enemyspecialloop <= 140 then enemy = enemyspecialright[14] enemyplay.y = 156 elseif enemyspecialloop >= 141 and enemyspecialloop <= 150 then enemy = enemyspecialright[15] enemyplay.y = 156 elseif enemyspecialloop >= 151 and enemyspecialloop <= 160 then enemy = enemyspecialright[16] enemyplay.y = 156 elseif enemyspecialloop >= 161 and enemyspecialloop <= 170 then enemy = enemyspecialright[17] enemyplay.y = 156 elseif enemyspecialloop >= 171 and enemyspecialloop <= 180 then enemy = enemyspecialright[18] enemyplay.y = 156 elseif enemyspecialloop >= 181 and enemyspecialloop <= 190 then enemy = enemyspecialright[19] enemyplay.y = 156 elseif enemyspecialloop >= 191 and enemyspecialloop <= 200 then enemy = enemyspecialright[20] enemyplay.y = 156
elseif enemyspecialloop >= 201 and enemyspecialloop <= 210 then enemy = enemyspecialright[21] enemyplay.y = 156 elseif enemyspecialloop >= 211 and enemyspecialloop <= 220 then enemy = enemyspecialright[22] enemyplay.y = 156 elseif enemyspecialloop >= 221 and enemyspecialloop <= 230 then enemy = enemyspecialright[23] enemyplay.y = 156 elseif enemyspecialloop >= 231 and enemyspecialloop <= 240 then enemy = enemyspecialright[24] enemyplay.y = 156 elseif enemyspecialloop >= 241 and enemyspecialloop <= 250 then enemy = enemyspecialright[25] enemyplay.y = 156 elseif enemyspecialloop >= 251 and enemyspecialloop <= 260 then enemy = enemyspecialright[26] enemyplay.y = 156 elseif enemyspecialloop >= 261 and enemyspecialloop <= 270 then enemy = enemyspecialright[27] enemyplay.y = 156 elseif enemyspecialloop >= 271 and enemyspecialloop <= 280 then enemy = enemyspecialright[28] enemyplay.y = 156 elseif enemyspecialloop >= 281 and enemyspecialloop <= 290 then enemy = enemyspecialright[29] enemyplay.y = 156 elseif enemyspecialloop >= 291 and enemyspecialloop <= 300 then enemy = enemyspecialright[30] enemyplay.y = 156
elseif enemyspecialloop >= 301 and enemyspecialloop <= 320 then enemy = enemyspecialright[31] enemyplay.y = 156 elseif enemyspecialloop >= 321 and enemyspecialloop <= 340 then enemy = enemyspecialright[32] enemyplay.y = 156 elseif enemyspecialloop >= 341 and enemyspecialloop <= 360 then enemy = enemyspecialright[33] enemyplay.y = 156 elseif enemyspecialloop >= 361 and enemyspecialloop <= 380 then enemy = enemyspecialright[34] enemyplay.y = 156 elseif enemyspecialloop >= 381 and enemyspecialloop <= 400 then enemy = enemyspecialright[35] enemyplay.y = 156 elseif enemyspecialloop >= 401 and enemyspecialloop <= 430 then enemy = enemyspecialright[36] enemyplay.y = 156 elseif enemyspecialloop > 430 then enemyspecialloop = 0 enemystate = 1 enemyspecialstate = 0 end
if enemyspecialloop == 1 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 11 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 21 then enemyplay.x = currentX elseif enemyspecialloop == 31 then enemyplay.x = currentX + 14 elseif enemyspecialloop == 41 then enemyplay.x = currentX + 12 elseif enemyspecialloop == 51 then enemyplay.y = 163 elseif enemyspecialloop == 151 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 161 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 171 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 181 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 191 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 200 then enemyplay.x = currentX - 30
elseif enemyspecialloop == 241 then enemyplay.x = currentX + 30
elseif enemyspecialloop == 251 then enemyplay.x = currentX + 30 elseif enemyspecialloop == 271 then enemyplay.x = currentX + 30 elseif enemyspecialloop == 281 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 291 then enemyplay.x = currentX - 30 elseif enemyspecialloop == 301 then enemyplay.x = currentX - 73 elseif enemyspecialloop == 321 then enemyplay.x = currentX - 70 elseif enemyspecialloop == 341 then enemyplay.x = currentX - 70 elseif enemyspecialloop == 361 then enemyplay.x = currentX - 89 elseif enemyspecialloop == 381 then enemyplay.x = currentX - 140 elseif enemyspecialloop == 401 then enemyplay.x = currentX - 150 elseif enemyspecialloop == 430 then enemyplay.x = currentX + 150 end end
if enemyspecialloop == 430 and status == "attack range" and blockstate == 0 then hitstate = 1 playerH.x = playerH.x - 50 end if enemyspecialloop == 430 then allowable = "nope" enemyspecialstate = 0 enemystopCur = 0 if enemyspecialloop == 430 and enemyhealth.x < 21 then enemytemp = 1 end enemyspecialloop = 0 end
if enemyspecialloop == 329 then enemyhealth.x = enemyhealth.x - 20 end --if status == "attack range" and enemyspecialloop == 430 then hitstate = 1 playerH.x = playerH.x - 50 end end end
function enemykilled()
if enemykilledstate == 1 then
if lastdirection == 0 then
enemykilledloop = enemykilledloop + 1
if enemykilledloop >= 1 and enemykilledloop <= 15 then
enemy = enemykilledleft[1] enemyplay.y = enemyplay.y - 6 enemyplay.x = enemyplay.x + 15
elseif enemykilledloop >= 16 and enemykilledloop <= 30 then
enemy = enemykilledleft[1] enemyplay.y = enemyplay.y + 6 enemyplay.x = enemyplay.x + 15
elseif enemykilledloop >= 31 then
enemy = enemykilledleft[2]
end
else
enemykilledloop = enemykilledloop + 1 if enemykilledloop >= 1 and enemykilledloop <= 15 then
enemy = enemykilledright[1] enemyplay.y = enemyplay.y - 6 enemyplay.x = enemyplay.x - 15
elseif enemykilledloop >= 16 and enemykilledloop <= 30 then
enemy = enemykilledright[1] enemyplay.y = enemyplay.y + 6 enemyplay.x = enemyplay.x - 15
elseif enemykilledloop >= 31 then
enemy = enemykilledright[2]
end
end
end end
function enemydamaged()
if enemycollision == 1 and enemyhitstate == 0 then if punchloop == 10 or kickloop == 10 then
enemyhitstate = 1 enemystate = 0 end end
if enemyhitstate == 1 and enemyblockloop == 0 and enemykickstate == 0 then
if lastdirection == 0 then
enemyhitloop = enemyhitloop + 1
if enemyhitloop >= 1 and enemyhitloop <= 7 then enemy = enemyhitright enemyplay.x = enemyplay.x + 1 hit = "true"
elseif enemyhitloop >= 8 and enemyhitloop <= 14 then enemy = enemyhitright enemyplay.x = enemyplay.x + 1
elseif enemyhitloop > 18 then enemyhitloop = 0 enemystate = 1 enemyhitstate = 0 enemylastdirection = 1 buloy = 0 end
else
enemyhitloop = enemyhitloop + 1
if enemyhitloop >= 1 and enemyhitloop <= 7 then enemy = enemyhitleft enemyplay.x = enemyplay.x - 1 hit = "true"
elseif enemyhitloop >= 8 and enemyhitloop <= 14 then enemy = enemyhitleft enemyplay.x = enemyplay.x - 1
elseif enemyhitloop > 18 then enemyhitloop = 0 enemystate = 1 enemyhitstate = 0 enemylastdirection = 0 buloy = 0 end end end
----- mabawasan ka .....
-- PS : Kalokohan lang ito ha!
if enemyhitstate == 1 and buloy == 0 then
enemyhealth.x = enemyhealth.x - 5 highscore = highscore + 5 --hit = "false" buloy = 1 end
if enemyhealth.x <= 0 then
enemykilledstate = 1 enemykilled() end
end
end
enemyiso = "true" end
function gaaraWash()
icon = nil
standleft = {} for inc = 1, 4 do standleft[inc] = nil end walkleft = {} for inc = 1, 2 do walkleft[inc] = nil end
jumpleft = {} for inc = 1, 5 do jumpleft[inc] = nil end
blockleft = {}
blockleft[1] = nil blockleft[2] = nil
retreatleft = {}
retreatleft[1] = nil retreatleft[2] = nil
crouchleft = {} for inc = 1, 4 do crouchleft[inc] = nil end
punchleft = {} for inc = 1, 4 do punchleft[inc] = nil end
kickleft = {} for inc = 1, 4 do kickleft[inc] = nil end
killedleft = {} for inc = 1, 2 do killedleft[inc] = nil end
specialleft = {} for inc = 1, 36 do specialleft[inc] = nil end
damagedleft = nil
standright = {} for inc = 1,4 do standright[inc] = nil end walkright = {} for inc = 1, 2 do walkright[inc] = nil end
jumpright = {} for inc = 1, 5 do jumpright[inc] = nil end
blockright = {}
blockright[1] = nil blockright[2] = nil
retreatright = {}
retreatright[1] = nil retreatright[2] = nil
crouchright = {} for inc = 1, 4 do crouchright[inc] = nil end
punchright = {} for inc = 1, 4 do punchright[inc] = nil end
kickright = {} for inc = 1, 4 do kickright[inc] = nil end
killedright = {} for inc = 1, 2 do killedright[inc] = nil end
specialright = {} for inc = 1, 36 do specialright[inc] = nil end
damagedright = nil
eicon = nil
enemystandleft = {} for inc = 1, 4 do enemystandleft[inc] = nil end
enemykickleft = {} for inc = 1, 4 do enemykickleft[inc] = nil end
enemyjumpleft = {} for inc = 1, 5 do enemyjumpleft[inc] = nil end
enemywalkleft = {} for inc = 1, 2 do enemywalkleft[inc] = nil end
enemypunchleft = {} for inc = 1, 4 do enemypunchleft[inc] = nil end
enemyretreatleft = {}
enemyretreatleft[1] = nil enemyretreatleft[2] = nil
enemycrouchleft = {}
for inc = 1, 4 do enemycrouchleft[inc] = nil end
enemyblockleft = {}
enemyblockleft[1] = nil enemyblockleft[2] = nil
enemyspecialleft = {} for inc = 1, 36 do enemyspecialleft[inc] = nil end
enemykilledleft = {} for inc = 1, 2 do enemykilledleft[inc] = nil end
enemyhitleft = {} enemyhitleft[1] = nil
-- right
enemystandright = {} for inc = 1, 4 do enemystandright[inc] = nil end
enemykickright = {} for inc = 1, 4 do enemykickright[inc] = nil end
enemyjumpright = {} for inc = 1, 5 do enemyjumpright[inc] = nil end
enemywalkright = {} for inc = 1, 2 do enemywalkright[inc] = nil end
enemypunchright = {} for inc = 1, 4 do enemypunchright[inc] = nil end
enemyretreatright = {}
enemyretreatright[1] = nil enemyretreatright[2] = nil
enemycrouchright = {}
for inc = 1, 4 do enemycrouchright[inc] = nil end
enemyblockright = {}
enemyblockright[1] = nil enemyblockright[2] = nil
enemyspecialright = {} for inc = 1, 36 do enemyspecialright[inc] = nil end
enemykilledright = {} for inc = 1, 2 do enemykilledright[inc] = nil end
enemyhitright = {} enemyhitright[1] = nil
collectgarbage()
end e quello di Naruto (in modo da confrontarli if chosedplayer == "naruto" then
if iso == "false" then
-- player mo
-- left muna
icon = Image.load("charicon/narutoicon.png")
standleft = {} for inc = 1, 4 do standleft[inc] = Image.load("narutosprites/left/stand/stand"..inc..".png") end walkleft = {} for inc = 1, 6 do walkleft[inc] = Image.load("narutosprites/left/walk/walk"..inc..".png") end
jumpleft = {} for inc = 1, 4 do jumpleft[inc] = Image.load("narutosprites/left/jump/jump"..inc..".png") end
blockleft = {}
blockleft[1] = Image.load("narutosprites/left/block/block1.png")
retreatleft = {}
retreatleft[1] = Image.load("narutosprites/left/retreat/retreat1.png") retreatleft[2] = Image.load("narutosprites/left/retreat/retreat2.png")
crouchleft = {} for inc = 2, 3 do crouchleft[inc] = Image.load("narutosprites/left/crouch/crouch"..inc..".png") end
punchleft = {} for inc = 1, 4 do punchleft[inc] = Image.load("narutosprites/left/punch/punch"..inc..".png") end
kickleft = {} for inc = 1, 5 do kickleft[inc] = Image.load("narutosprites/left/kick/kick"..inc..".png") end
killedleft = {} for inc = 1, 2 do killedleft[inc] = Image.load("narutosprites/left/killed/killed"..inc..".png") end
specialleft = {} for inc = 1, 46 do specialleft[inc] = Image.load("narutosprites/left/special/spl"..inc..".png") end
damagedleft = Image.load("narutosprites/left/damaged/damaged1.png")
-- right naman
standright = {} for inc = 1,4 do standright[inc] = Image.load("narutosprites/right/stand/stand"..inc..".png") end walkright = {} for inc = 1, 6 do walkright[inc] = Image.load("narutosprites/right/walk/walk"..inc..".png") end
jumpright = {} for inc = 1, 4 do jumpright[inc] = Image.load("narutosprites/right/jump/jump"..inc..".png") end
blockright = {}
blockright[1] = Image.load("narutosprites/right/block/block1.png")
retreatright = {}
retreatright[1] = Image.load("narutosprites/right/retreat/retreat1.png") retreatright[2] = Image.load("narutosprites/right/retreat/retreat2.png")
crouchright = {} for inc = 2, 3 do crouchright[inc] = Image.load("narutosprites/right/crouch/crouch"..inc..".png") end
punchright = {} for inc = 1, 4 do punchright[inc] = Image.load("narutosprites/right/punch/punch"..inc..".png") end
kickright = {} for inc = 1, 5 do kickright[inc] = Image.load("narutosprites/right/kick/kick"..inc..".png") end
killedright = {} for inc = 1, 2 do killedright[inc] = Image.load("narutosprites/right/killed/killed"..inc..".png") end
specialright = {} for inc = 1, 46 do specialright[inc] = Image.load("narutosprites/right/special/spl"..inc..".png") end
damagedright = Image.load("narutosprites/right/damaged/damaged1.png")
function throw()
if throwstate == 1 then
klastD = lastdirection
if klastD == 0 then
throwloop = throwloop + 1
if throwloop >= 1 and throwloop <= 5 then
yourP = punchleft[1]
elseif throwloop >= 6 and throwloop <= 10 then
yourP = punchleft[2]
elseif throwloop >= 11 and throwloop <= 15 then
yourP = punchleft[3]
elseif throwloop >= 16 and throwloop <= 20 then
yourP = punchleft[4]
elseif throwloop > 20 then throwloop = 0 state = 0 throwstate = 0 end
else
throwloop = throwloop + 1
if throwloop >= 1 and throwloop <= 5 then
yourP = punchright[1]
elseif throwloop >= 6 and throwloop <= 10 then
yourP = punchright[2]
elseif throwloop >= 11 and throwloop <= 15 then
yourP = punchright[3]
elseif throwloop >= 16 and throwloop <= 20 then
yourP = punchright[4]
elseif throwloop > 20 then throwloop = 0 state = 0 throwstate = 0 end
end end end
function throwit()
if flyingstate == 1 then
if klastD == 0 then
if kny.x == 0 then
kny.x = player.x + 15
kny.y = player.y + 40
else
kny.x = kny.x + 10
screen:blit(kny.x, kny.y, kunayleft)
if kny.x >= enemyplay.x and enemylastdirection == 1 and (kny.y >= enemyplay.y and kny.y <= enemyplay.y + enemyplay.height) then
if enemyblockstate == 1 then
flyingstate = 0 kny.x = 0
else
enemyhitstate = 1 flyingstate = 0 kny.x = 0
end
end
if kny.x > 460 then flyingstate = 0 kny.x = 0 end
end
else
if kny.x == 0 then
kny.x = player.x - 15
kny.y = player.y + 40
else
kny.x = kny.x - 10
screen:blit(kny.x, kny.y, kunayright)
if kny.x <= enemyplay.x and enemylastdirection == 0 and (kny.y >= enemyplay.y and kny.y <= enemyplay.y + enemyplay.height) then
if enemyblockstate == 1 then
flyingstate = 0 kny.x = 0
else
enemyhitstate = 1 flyingstate = 0 kny.x = 0
end
end
if kny.x < 0 then flyingstate = 0 kny.x = 0 end
end
end end
end
function run() if lastdirection == 0 then loop = loop + 1 if loop >= 1 and loop <= 4 then yourP = walkleft[1] player.x = player.x + 7 elseif loop >= 5 and loop <= 8 then yourP = walkleft[2] player.x = player.x + 7 elseif loop >= 9 and loop <= 12 then yourP = walkleft[3] player.x = player.x + 7 elseif loop >= 13 and loop <= 16 then yourP = walkleft[4] player.x = player.x + 7 elseif loop >= 17 and loop <= 20 then yourP = walkleft[5] player.x = player.x + 7 elseif loop >= 21 and loop <= 24 then yourP = walkleft[6] player.x = player.x + 7 elseif loop > 24 then loop = 1 end
else
loop = loop + 1 if loop >= 1 and loop <= 4 then yourP = walkright[1] player.x = player.x - 7 elseif loop >= 5 and loop <= 8 then yourP = walkright[2] player.x = player.x - 7 elseif loop >= 9 and loop <= 12 then yourP = walkright[3] player.x = player.x - 7 elseif loop >= 13 and loop <= 16 then yourP = walkright[4] player.x = player.x - 7 elseif loop >= 17 and loop <= 20 then yourP = walkright[5] player.x = player.x - 7 elseif loop >= 21 and loop <= 24 then yourP = walkright[6] player.x = player.x - 7 elseif loop > 24 then loop = 1 end
end end
function jump() if lastdirection == 0 then
if player.state == "jumping" then player.jumpspeed = player.jumpspeed - 0.4 player.gravity = player.gravity - player.jumpspeed end
jumploop = jumploop + 1 if jumploop >= 1 and jumploop <= 30 then yourP = jumpleft[1] elseif jumploop >= 31 and jumploop <= 60 then yourP = jumpleft[2] elseif jumploop >= 61 and jumploop <= 65 then yourP = jumpleft[3] elseif jumploop >= 66 and jumploop <= 70 then yourP = jumpleft[4] elseif jumploop > 70 then jumploop = 0 end
if player.gravity < 0 then player.state = "falling" end
if player.gravity < 180 and player.state == "falling" then player.gravity = player.gravity + (player.jumpspeed + 1) end
if player.gravity >= 180 then player.gravity = 180 player.jumpspeed = 11 player.state = "ground" state = 0 jumpstate = 0 jumploop = 0 end
player.y = player.gravity
else
if player.state == "jumping" then player.jumpspeed = player.jumpspeed - 0.4 player.gravity = player.gravity - player.jumpspeed end
jumploop = jumploop + 1 if jumploop >= 1 and jumploop <= 30 then yourP = jumpright[1] elseif jumploop >= 31 and jumploop <= 60 then yourP = jumpright[2] elseif jumploop >= 61 and jumploop <= 65 then yourP = jumpright[3] elseif jumploop >= 66 and jumploop <= 70 then yourP = jumpright[4] elseif jumploop > 70 then jumploop = 0 end
if player.gravity < 0 then player.state = "falling" end
if player.gravity < 180 and player.state == "falling" then player.gravity = player.gravity + (player.jumpspeed + 1) end
if player.gravity >= 180 then player.gravity = 180 player.jumpspeed = 11 player.state = "ground" state = 0 jumpstate = 0 jumploop = 0 end
player.y = player.gravity end end
function punch() if lastdirection == 0 then
punchloop = punchloop + 1 if punchloop >= 1 and punchloop <= 10 then yourP = punchleft[1] elseif punchloop >= 11 and punchloop <= 15 then yourP = punchleft[2] elseif punchloop >= 16 and punchloop <= 18 then yourP = punchleft[3] elseif punchloop >= 19 and punchloop <= 25 then yourP = punchleft[4] elseif punchloop > 25 then punchloop = 0 state = 0 punchstate = 0
end
else
punchloop = punchloop + 1 if punchloop >= 1 and punchloop <= 10 then yourP = punchright[1] elseif punchloop >= 11 and punchloop <= 15 then yourP = punchright[2] elseif punchloop >= 16 and punchloop <= 18 then yourP = punchright[3] elseif punchloop >= 19 and punchloop <= 25 then yourP = punchright[4] elseif punchloop > 25 then punchloop = 0 state = 0 punchstate = 0
end end end
function kick() if lastdirection == 0 then
kickloop = kickloop + 1 if kickloop >= 1 and kickloop <= 5 then yourP = kickleft[1] elseif kickloop >= 6 and kickloop <= 10 then yourP = kickleft[2] player.x = player.x + 3 elseif kickloop >= 11 and kickloop <= 15 then yourP = kickleft[3] player.x = player.x + 3 elseif kickloop >= 16 and kickloop <= 20 then yourP = kickleft[4] player.x = player.x + 3 elseif kickloop >= 21 and kickloop <= 25 then yourP = kickleft[5] player.x = player.x + 3 elseif kickloop > 25 then kickloop = 0 kickstate = 0 state = 0
end
else
kickloop = kickloop + 1 if kickloop >= 1 and kickloop <= 5 then yourP = kickright[1] elseif kickloop >= 6 and kickloop <= 10 then yourP = kickright[2] player.x = player.x - 3 elseif kickloop >= 11 and kickloop <= 15 then yourP = kickright[3] player.x = player.x - 3 elseif kickloop >= 16 and kickloop <= 20 then yourP = kickright[4] player.x = player.x - 3 elseif kickloop >= 21 and kickloop <= 25 then yourP = kickright[5] player.x = player.x - 3 elseif kickloop > 25 then kickloop = 0 kickstate = 0 state = 0
end end end
function retreat() if lastdirection == 0 then
retreatloop = retreatloop + 1 if retreatloop >= 1 and retreatloop <= 7 then yourP = retreatleft[1] player.x = player.x - 6 player.y = player.y - 4 elseif retreatloop >= 8 and retreatloop <= 14 then yourP = retreatleft[2] player.x = player.x - 2 player.y = player.y + 4 elseif retreatloop > 10 then retreatloop = 0 state = 0 retreatstate = 0 end
else
retreatloop = retreatloop + 1 if retreatloop >= 1 and retreatloop <= 7 then yourP = retreatright[1] player.x = player.x + 6 player.y = player.y - 4 elseif retreatloop >= 8 and retreatloop <= 14 then yourP = retreatright[2] player.x = player.x + 2 player.y = player.y + 4 elseif retreatloop > 10 then retreatloop = 0 state = 0 retreatstate = 0 end end end
function crouch() if lastdirection == 0 then crouchloop = crouchloop + 1 if crouchloop >= 1 and crouchloop <= 2 then yourP = crouchleft[2] elseif crouchloop > 3 then yourP = crouchleft[3] end else crouchloop = crouchloop + 1 if crouchloop >= 1 and crouchloop <= 2 then yourP = crouchright[2] elseif crouchloop > 3 then yourP = crouchright[3] end end crouchstate = 0 end
function block() if lastdirection == 0 then blockloop = blockloop + 1
if blockloop >= 1 and blockloop <= 2 then yourP = blockleft[1] elseif blockloop >= 3 and blockloop <= 4 then yourP = blockleft[1] end else blockloop = blockloop + 1 if blockloop >= 1 and blockloop <= 2 then yourP = blockright[1] elseif blockloop >= 3 and blockloop <= 4 then yourP = blockright[1] end end
blockstate = 0
end
function specialTech()
if specialstate == 1 then if lastdirection == 0 then specialloop = specialloop + 1
if specialloop >= 1 and specialloop <= 10 then yourP = specialleft[1] elseif specialloop >= 6 and specialloop <= 20 then yourP = specialleft[2] elseif specialloop >= 11 and specialloop <= 30 then yourP = specialleft[3] elseif specialloop >= 16 and specialloop <= 40 then yourP = specialleft[4] elseif specialloop >= 21 and specialloop <= 50 then yourP = specialleft[5] elseif specialloop >= 26 and specialloop <= 60 then yourP = specialleft[6] elseif specialloop >= 31 and specialloop <= 70 then yourP = specialleft[7] elseif specialloop >= 35 and specialloop <= 80 then yourP = specialleft[8] elseif specialloop >= 41 and specialloop <= 90 then yourP = specialleft[9] elseif specialloop >= 46 and specialloop <= 100 then yourP = specialleft[10]
elseif specialloop >= 51 and specialloop <= 110 then yourP = specialleft[11] elseif specialloop >= 56 and specialloop <= 120 then yourP = specialleft[12] elseif specialloop >= 62 and specialloop <= 130 then yourP = specialleft[13] elseif specialloop >= 66 and specialloop <= 140 then yourP = specialleft[14] elseif specialloop >= 71 and specialloop <= 150 then yourP = specialleft[15] elseif specialloop >= 76 and specialloop <= 160 then yourP = specialleft[16] elseif specialloop >= 81 and specialloop <= 170 then yourP = specialleft[17] elseif specialloop >= 86 and specialloop <= 180 then yourP = specialleft[18] elseif specialloop >= 91 and specialloop <= 190 then yourP = specialleft[19] elseif specialloop >= 96 and specialloop <= 200 then yourP = specialleft[20]
elseif specialloop >= 101 and specialloop <= 210 then yourP = specialleft[21] elseif specialloop >= 106 and specialloop <= 220 then yourP = specialleft[22] elseif specialloop >= 111 and specialloop <= 230 then yourP = specialleft[23] elseif specialloop >= 116 and specialloop <= 240 then yourP = specialleft[24] elseif specialloop >= 121 and specialloop <= 250 then yourP = specialleft[25] elseif specialloop >= 126 and specialloop <= 260 then yourP = specialleft[26] elseif specialloop >= 131 and specialloop <= 270 then yourP = specialleft[27] elseif specialloop >= 136 and specialloop <= 280 then yourP = specialleft[28] elseif specialloop >= 141 and specialloop <= 290 then yourP = specialleft[29] elseif specialloop >= 146 and specialloop <= 300 then yourP = specialleft[30]
elseif specialloop >= 151 and specialloop <= 310 then yourP = specialleft[31] elseif specialloop >= 156 and specialloop <= 320 then yourP = specialleft[32] elseif specialloop >= 161 and specialloop <= 330 then yourP = specialleft[33] elseif specialloop >= 166 and specialloop <= 340 then yourP = specialleft[34] elseif specialloop >= 171 and specialloop <= 350 then yourP = specialleft[35] elseif specialloop >= 176 and specialloop <= 360 then yourP = specialleft[36] elseif specialloop >= 181 and specialloop <= 370 then yourP = specialleft[37] elseif specialloop >= 186 and specialloop <= 380 then yourP = specialleft[38] elseif specialloop >= 191 and specialloop <= 390 then yourP = specialleft[39] elseif specialloop >= 196 and specialloop <= 400 then yourP = specialleft[40]
elseif specialloop >= 201 and specialloop <= 410 then yourP = specialleft[41] elseif specialloop >= 206 and specialloop <= 420 then yourP = specialleft[42] elseif specialloop > 420 then specialloop = 0 specialstate = 0 state = 0 end
if specialloop >= 271 and specialloop <= 300 then yourTemp = specialright[43] screen:blit(enemyplay.x + 30, enemyplay.y - 40, yourTemp) elseif specialloop >= 301 and specialloop <= 310 then yourTemp = specialright[44] screen:blit(enemyplay.x + 20, enemyplay.y - 30, yourTemp) elseif specialloop >= 311 and specialloop <= 320 then yourTemp = specialright[45] screen:blit(enemyplay.x + 10, enemyplay.y - 20, yourTemp) elseif specialloop >= 321 and specialloop <= 330 then yourTemp = specialright[46] screen:blit(enemyplay.x, enemyplay.y - 10, yourTemp) end
if specialloop >= 301 and specialloop <= 330 then yourTemp = specialleft[43] screen:blit(enemyplay.x - 40, enemyplay.y - 40, yourTemp) elseif specialloop >= 331 and specialloop <= 340 then yourTemp = specialleft[44] screen:blit(enemyplay.x - 30, enemyplay.y - 30, yourTemp) elseif specialloop >= 341 and specialloop <= 350 then yourTemp = specialleft[45] screen:blit(enemyplay.x - 20, enemyplay.y - 20, yourTemp) elseif specialloop >= 351 and specialloop <= 360 then yourTemp = specialleft[46] screen:blit(enemyplay.x, enemyplay.y - 10, yourTemp) end
if specialloop == 360 and enemyblockloop < 1 then enemyhitstate = 1 enemyhealth.x = enemyhealth.x - 50 end if specialloop == 1 then playerH.x = playerH.x - 20 end
else
specialloop = specialloop + 1
if specialloop >= 1 and specialloop <= 10 then yourP = specialright[1] elseif specialloop >= 11 and specialloop <= 20 then yourP = specialright[2] elseif specialloop >= 21 and specialloop <= 30 then yourP = specialright[3] elseif specialloop >= 31 and specialloop <= 40 then yourP = specialright[4] elseif specialloop >= 41 and specialloop <= 50 then yourP = specialright[5] elseif specialloop >= 51 and specialloop <= 60 then yourP = specialright[6] elseif specialloop >= 61 and specialloop <= 70 then yourP = specialright[7] elseif specialloop >= 71 and specialloop <= 80 then yourP = specialright[8] elseif specialloop >= 81 and specialloop <= 90 then yourP = specialright[9] elseif specialloop >= 91 and specialloop <= 100 then yourP = specialright[10]
elseif specialloop >= 101 and specialloop <= 110 then yourP = specialright[11] elseif specialloop >= 111 and specialloop <= 120 then yourP = specialright[12] elseif specialloop >= 121 and specialloop <= 130 then yourP = specialright[13] elseif specialloop >= 131 and specialloop <= 140 then yourP = specialright[14] elseif specialloop >= 141 and specialloop <= 150 then yourP = specialright[15] elseif specialloop >= 151 and specialloop <= 160 then yourP = specialright[16] elseif specialloop >= 161 and specialloop <= 170 then yourP = specialright[17] elseif specialloop >= 171 and specialloop <= 180 then yourP = specialright[18] elseif specialloop >= 181 and specialloop <= 190 then yourP = specialright[19] elseif specialloop >= 191 and specialloop <= 200 then yourP = specialright[20]
elseif specialloop >= 201 and specialloop <= 210 then yourP = specialright[21] elseif specialloop >= 211 and specialloop <= 220 then yourP = specialright[22] elseif specialloop >= 221 and specialloop <= 230 then yourP = specialright[23] elseif specialloop >= 231 and specialloop <= 240 then yourP = specialright[24] elseif specialloop >= 241 and specialloop <= 250 then yourP = specialright[25] elseif specialloop >= 251 and specialloop <= 260 then yourP = specialright[26] elseif specialloop >= 261 and specialloop <= 270 then yourP = specialright[27] elseif specialloop >= 271 and specialloop <= 280 then yourP = specialright[28] elseif specialloop >= 281 and specialloop <= 290 then yourP = specialright[29] elseif specialloop >= 291 and specialloop <= 300 then yourP = specialright[30]
elseif specialloop >= 301 and specialloop <= 310 then yourP = specialright[31] elseif specialloop >= 311 and specialloop <= 320 then yourP = specialright[32] elseif specialloop >= 321 and specialloop <= 330 then yourP = specialright[33] elseif specialloop >= 331 and specialloop <= 340 then yourP = specialright[34] elseif specialloop >= 341 and specialloop <= 350 then yourP = specialright[35] elseif specialloop >= 351 and specialloop <= 360 then yourP = specialright[36] elseif specialloop >= 361 and specialloop <= 370 then yourP = specialright[37] elseif specialloop >= 371 and specialloop <= 380 then yourP = specialright[38] elseif specialloop >= 381 and specialloop <= 390 then yourP = specialright[39] elseif specialloop >= 391 and specialloop <= 400 then yourP = specialright[40]
elseif specialloop >= 401 and specialloop <= 410 then yourP = specialright[41] elseif specialloop >= 411 and specialloop <= 420 then yourP = specialright[42] elseif specialloop > 420 then specialloop = 0 specialstate = 0 state = 0 end
if specialloop >= 271 and specialloop <= 300 then yourTemp = specialright[43] screen:blit(enemyplay.x + 30, enemyplay.y - 40, yourTemp) elseif specialloop >= 301 and specialloop <= 310 then yourTemp = specialright[44] screen:blit(enemyplay.x + 20, enemyplay.y - 30, yourTemp) elseif specialloop >= 311 and specialloop <= 320 then yourTemp = specialright[45] screen:blit(enemyplay.x + 10, enemyplay.y - 20, yourTemp) elseif specialloop >= 321 and specialloop <= 330 then yourTemp = specialright[46] enemyhitstate = 1 screen:blit(enemyplay.x, enemyplay.y - 10, yourTemp) end
if specialloop >= 301 and specialloop <= 330 then yourTemp = specialleft[43] screen:blit(enemyplay.x - 40, enemyplay.y - 40, yourTemp) elseif specialloop >= 331 and specialloop <= 340 then yourTemp = specialleft[44] screen:blit(enemyplay.x - 30, enemyplay.y - 30, yourTemp) elseif specialloop >= 341 and specialloop <= 350 then yourTemp = specialleft[45] screen:blit(enemyplay.x - 20, enemyplay.y - 20, yourTemp) elseif specialloop >= 351 and specialloop <= 360 then yourTemp = specialleft[46] enemyhitstate = 1 screen:blit(enemyplay.x, enemyplay.y - 10, yourTemp) end
if specialloop == 360 and enemyblockloop < 1 then enemyhitstate = 1 enemyhealth.x = enemyhealth.x - 50 end if specialloop == 1 then playerH.x = playerH.x - 20 end
--if specialloop == 365 then enemy = killed
end end end
function killed()
if killedstate == 1 then
if enemylastdirection == 0 then
killedloop = killedloop + 1
if killedloop >= 1 and killedloop <= 15 then
yourP = killedleft[1] player.y = player.y - 6 player.x = player.x + 15
elseif killedloop >= 16 and killedloop <= 30 then
yourP = killedleft[1] player.y = player.y + 6 player.x = player.x + 15
elseif killedloop >= 31 then
yourP = killedleft[2]
end
else
killedloop = killedloop + 1 if killedloop >= 1 and killedloop <= 15 then
yourP = killedright[1] player.y = player.y - 6 player.x = player.x - 15
elseif killedloop >= 16 and killedloop <= 30 then
yourP = killedright[1] player.y = player.y + 6 player.x = player.x - 15
elseif killedloop >= 31 then
yourP = killedright[2]
end
end
end end
function damaged()
if blockloop == 0 and enemycollision == 1 and crouchstate == 0 and retreatstate == 0 then if enemypunchloop == 20 or enemykickloop == 20 then
damagedstate = 1 state = "" end end
if damagedstate == 1 then
if enemylastdirection == 1 then
damagedloop = damagedloop + 1
if damagedloop >= 1 and damagedloop <= 7 then yourP = damagedleft player.x = player.x - 1
elseif damagedloop >= 8 and damagedloop <= 14 then yourP = damagedleft player.x = player.x - 1
elseif damagedloop > 21 then damagedloop = 0 state = 0 damagedstate = 0 lastdirection = 0 end
else
damagedloop = damagedloop + 1
if damagedloop >= 1 and damagedloop <= 9 then yourP = damagedright player.x = player.x + 1
elseif damagedloop >= 10 and damagedloop <= 18 then yourP = damagedright player.x = player.x + 1
elseif damagedloop > 25 then damagedloop = 0 state = 0 damagedstate = 0 lastdirection = 1 end end end
----- mabawasan ka .....
-- PS : Kalokohan lang ito ha!
-- another PS : ay, tunay pala ito, juk lng ...
if damagedstate == 1 and damagedloop == 2 then playerH.x = playerH.x - 5 end
if playerH.x <= 0 then killedstate = 1 killed() end
end
end iso = "true" end
if chosedenemy == "naruto" then
if enemyiso == "false" then
eicon = Image.load("charicon/narutoicon.png")
enemystandleft = {} for inc = 1, 4 do enemystandleft[inc] = Image.load("narutosprites/left/stand/stand"..inc..".png") end
enemykickleft = {} for inc = 1, 5 do enemykickleft[inc] = Image.load("narutosprites/left/kick/kick"..inc..".png") end
enemyjumpleft = {} for inc = 1, 4 do enemyjumpleft[inc] = Image.load("narutosprites/left/jump/jump"..inc..".png") end
enemywalkleft = {} for inc = 1, 6 do enemywalkleft[inc] = Image.load("narutosprites/left/walk/walk"..inc..".png") end
enemypunchleft = {} for inc = 1, 4 do enemypunchleft[inc] = Image.load("narutosprites/left/punch/punch"..inc..".png") end
enemyretreatleft = {}
enemyretreatleft[1] = Image.load("narutosprites/left/retreat/retreat1.png") enemyretreatleft[2] = Image.load("narutosprites/left/retreat/retreat2.png")
enemycrouchleft = {}
for inc = 2, 3 do enemycrouchleft[inc] = Image.load("narutosprites/left/crouch/crouch"..inc..".png") end
enemyblockleft = {}
enemyblockleft[1] = Image.load("narutosprites/left/block/block1.png")
enemyspecialleft = {} for inc = 1, 46 do enemyspecialleft[inc] = Image.load("narutosprites/left/special/spl"..inc..".png") end
enemykilledleft = {} for inc = 1, 2 do enemykilledleft[inc] = Image.load("narutosprites/left/killed/killed"..inc..".png") end
enemyhitleft = {} enemyhitleft[1] = Image.load("narutosprites/left/damaged/damaged1.png")
-- right
enemystandright = {} for inc = 1, 4 do enemystandright[inc] = Image.load("narutosprites/right/stand/stand"..inc..".png") end
enemykickright = {} for inc = 1, 5 do enemykickright[inc] = Image.load("narutosprites/right/kick/kick"..inc..".png") end
enemyjumpright = {} for inc = 1, 4 do enemyjumpright[inc] = Image.load("narutosprites/right/jump/jump"..inc..".png") end
enemywalkright = {} for inc = 1, 6 do enemywalkright[inc] = Image.load("narutosprites/right/walk/walk"..inc..".png") end
enemypunchright = {} for inc = 1, 4 do enemypunchright[inc] = Image.load("narutosprites/right/punch/punch"..inc..".png") end
enemyretreatright = {}
enemyretreatright[1] = Image.load("narutosprites/right/retreat/retreat1.png") enemyretreatright[2] = Image.load("narutosprites/right/retreat/retreat2.png")
enemycrouchright = {}
for inc = 2, 3 do enemycrouchright[inc] = Image.load("narutosprites/left/crouch/crouch"..inc..".png") end
enemyblockright = {}
enemyblockright[1] = Image.load("narutosprites/right/block/block1.png")
enemyspecialright = {} for inc = 1, 46 do enemyspecialright[inc] = Image.load("narutosprites/right/special/spl"..inc..".png") end
enemykilledright = {} for inc = 1, 2 do enemykilledright[inc] = Image.load("narutosprites/right/killed/killed"..inc..".png") end
enemyhitright = {} enemyhitright[1] = Image.load("narutosprites/right/damaged/damaged1.png")
function enemythrow()
if enemythrowstate == 1 then
if enemylastdirection == 0 then
enemythrowloop = enemythrowloop + 1
if enemythrowloop >= 1 and enemythrowloop <= 5 then
enemy = enemypunchleft[1]
elseif enemythrowloop >= 6 and enemythrowloop <= 10 then
enemy = enemypunchleft[2]
elseif enemythrowloop >= 11 and enemythrowloop <= 15 then
enemy = enemypunchleft[3]
elseif enemythrowloop >= 16 and enemythrowloop <= 20 then
enemy = enemypunchleft[4]
elseif enemythrowloop > 20 then enemythrowloop = 0 enemystate = 1 enemythrowstate = 0 end
else
enemythrowloop = enemythrowloop + 1
if enemythrowloop >= 1 and enemythrowloop <= 5 then
enemy = enemypunchright[1]
elseif enemythrowloop >= 6 and enemythrowloop <= 10 then
enemy = enemypunchright[2]
elseif enemythrowloop >= 11 and enemythrowloop <= 15 then
enemy = enemypunchright[3]
elseif enemythrowloop >= 16 and enemythrowloop <= 20 then
enemy = enemypunchright[4]
elseif enemythrowloop > 20 then enemythrowloop = 0 enemystate = 1 enemythrowstate = 0 end
end end end
---------------- papaganahin pa lang -------------------
----------------- nagana na kaya ---------------------
function enemythrowit()
if enemyflyingstate == 1 then
if enemylastdirection == 0 then
if enemykny.x == 0 then
enemykny.x = enemyplay.x + 15
enemykny.y = enemyplay.y + 40
else
enemykny.x = enemykny.x + 10
screen:blit(enemykny.x, enemykny.y, kunayleft)
if enemykny.x >= player.x and enemylastdirection == 0 and (enemykny.y >= player.y and enemykny.y <= player.y + player.height) then
enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
if blockloop > 0 then
damagedstate = 0
else
damagedstate = 1 enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
end
end
if enemykny.x > 460 then enemyflyingstate = 0 enemykny.x = 0 end
end
else
if enemykny.x == 0 then
enemykny.x = enemyplay.x - 15
enemykny.y = enemyplay.y + 40
else
enemykny.x = enemykny.x - 10
screen:blit(enemykny.x, enemykny.y, kunayright)
if enemykny.x <= player.x and enemylastdirection == 1 and (enemykny.y >= player.y and enemykny.y <= player.y + player.height) then
enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
if blockloop > 0 then
damagedstate = 0
else
damagedstate = 1 enemyflyingstate = 0 enemykny.x = 0 throwcd = 0
end
end
if enemykny.x < 0 then enemyflyingstate = 0 enemykny.x = 0 end
end
end end
end
function enemyrun() if enemylastdirection == 0 then enemyloop = enemyloop + 1 if enemyloop >= 1 and enemyloop <= 4 then enemy = enemywalkleft[1] enemyplay.x = enemyplay.x + 7 elseif enemyloop >= 5 and enemyloop <= 8 then enemy = enemywalkleft[2] enemyplay.x = enemyplay.x + 7 elseif enemyloop >= 9 and enemyloop <= 12 then enemy = enemywalkleft[3] enemyplay.x = enemyplay.x + 7 elseif enemyloop >= 13 and enemyloop <= 16 then enemy = enemywalkleft[4] enemyplay.x = enemyplay.x + 7 elseif enemyloop >= 17 and enemyloop <= 20 then enemy = enemywalkleft[5] enemyplay.x = enemyplay.x + 7 elseif enemyloop >= 21 and enemyloop <= 24 then enemy = enemywalkleft[6] enemyplay.x = enemyplay.x + 7 elseif enemyloop > 24 then enemyloop = 1 end
else enemyloop = enemyloop + 1 if enemyloop >= 1 and enemyloop <= 4 then enemy = enemywalkright[1] enemyplay.x = enemyplay.x - 7 elseif enemyloop >= 5 and enemyloop <= 8 then enemy = enemywalkright[2] enemyplay.x = enemyplay.x - 7 elseif enemyloop >= 9 and enemyloop <= 12 then enemy = enemywalkright[3] enemyplay.x = enemyplay.x - 7 elseif enemyloop >= 13 and enemyloop <= 16 then enemy = enemywalkright[4] enemyplay.x = enemyplay.x - 7 elseif enemyloop >= 17 and enemyloop <= 20 then enemy = enemywalkright[5] enemyplay.x = enemyplay.x - 7 elseif enemyloop >= 21 and enemyloop <= 24 then enemy = enemywalkright[6] enemyplay.x = enemyplay.x - 7 elseif enemyloop > 24 then enemyloop = 1 end end end
function enemyjump() if enemystate == 0 then if enemylastdirection == 0 then
if enemyplay.state == "jumping" then enemyplay.jumpspeed = enemyplay.jumpspeed - 0.4 enemyplay.gravity = enemyplay.gravity - enemyplay.jumpspeed end
enemyjumploop = enemyjumploop + 1 if enemyjumploop >= 1 and enemyjumploop <= 15 then enemy = enemyjumpleft[1] elseif enemyjumploop >= 16 and enemyjumploop <= 30 then enemy = enemyjumpleft[1] elseif enemyjumploop >= 31 and enemyjumploop <= 45 then enemy = enemyjumpleft[2] elseif enemyjumploop >= 46 and enemyjumploop <= 60 then enemy = enemyjumpleft[2] elseif enemyjumploop >= 61 and enemyjumploop <= 65 then enemy = enemyjumpleft[2] elseif enemyjumploop > 65 then enemyjumploop = 0 end
if enemyplay.gravity < 0 then enemyplay.state = "falling" end
if enemyplay.gravity < 180 and enemyplay.state == "falling" then enemyplay.gravity = enemyplay.gravity + (enemyplay.jumpspeed + 1) end
if enemyplay.gravity >= 180 then enemyplay.gravity = 180 enemyplay.jumpspeed = 10 enemyplay.state = "ground" enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end
enemyplay.y = enemyplay.gravity
else
if enemyplay.state == "jumping" then enemyplay.jumpspeed = enemyplay.jumpspeed - 0.4 enemyplay.gravity = enemyplay.gravity - enemyplay.jumpspeed end
enemyjumploop = enemyjumploop + 1 if enemyjumploop >= 1 and enemyjumploop <= 15 then enemy = enemyjumpright[1] elseif enemyjumploop >= 16 and enemyjumploop <= 30 then enemy = enemyjumpright[1] elseif enemyjumploop >= 31 and enemyjumploop <= 45 then enemy = enemyjumpright[2] elseif enemyjumploop >= 46 and enemyjumploop <= 60 then enemy = enemyjumpright[2] elseif enemyjumploop >= 61 and enemyjumploop <= 65 then enemy = enemyjumpright[2] elseif enemyjumploop > 65 then enemyjumploop = 0 end
if enemyplay.gravity < 0 then enemyplay.state = "falling" end
if enemyplay.gravity < 180 and enemyplay.state == "falling" then enemyplay.gravity = enemyplay.gravity + (enemyplay.jumpspeed + 1) end
if enemyplay.gravity >= 180 then enemyplay.gravity = 180 enemyplay.jumpspeed = 10 enemyplay.state = "ground" enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end
enemyplay.y = enemyplay.gravity end end end
function enemyjumpApp() if enemystate == 0 then if enemylastdirection == 0 then
if enemyplay.state == "jumping" then enemyplay.jumpspeed = enemyplay.jumpspeed - 0.4 enemyplay.gravity = enemyplay.gravity - enemyplay.jumpspeed end
enemyjumploop = enemyjumploop + 1 if enemyjumploop >= 1 and enemyjumploop <= 15 then enemy = enemyjumpleft[1] enemyplay.x = enemyplay.x + 3 elseif enemyjumploop >= 16 and enemyjumploop <= 30 then enemy = enemyjumpleft[1] enemyplay.x = enemyplay.x + 3 elseif enemyjumploop >= 31 and enemyjumploop <= 45 then enemy = enemyjumpleft[2] enemyplay.x = enemyplay.x + 3 elseif enemyjumploop >= 46 and enemyjumploop <= 60 then enemy = enemyjumpleft[2] enemyplay.x = enemyplay.x + 3 elseif enemyjumploop >= 61 and enemyjumploop <= 65 then enemy = enemyjumpleft[2] elseif enemyjumploop > 65 then enemyjumploop = 0 end
if enemyplay.gravity < 0 then enemyplay.state = "falling" end
if enemyplay.gravity < 180 and enemyplay.state == "falling" then enemyplay.gravity = enemyplay.gravity + (enemyplay.jumpspeed + 1) end
if enemyplay.gravity >= 180 then enemyplay.gravity = 180 enemyplay.jumpspeed = 10 enemyplay.state = "ground" enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end
enemyplay.y = enemyplay.gravity
else
if enemyplay.state == "jumping" then enemyplay.jumpspeed = enemyplay.jumpspeed - 0.4 enemyplay.gravity = enemyplay.gravity - enemyplay.jumpspeed end
enemyjumploop = enemyjumploop + 1 if enemyjumploop >= 1 and enemyjumploop <= 15 then enemy = enemyjumpright[1] enemyplay.x = enemyplay.x - 3 elseif enemyjumploop >= 16 and enemyjumploop <= 30 then enemy = enemyjumpright[1] enemyplay.x = enemyplay.x - 3 elseif enemyjumploop >= 31 and enemyjumploop <= 45 then enemy = enemyjumpright[2] enemyplay.x = enemyplay.x - 3 elseif enemyjumploop >= 46 and enemyjumploop <= 60 then enemy = enemyjumpright[2] enemyplay.x = enemyplay.x - 3 elseif enemyjumploop >= 61 and enemyjumploop <= 65 then enemy = enemyjumpright[2] elseif enemyjumploop > 65 then enemyjumploop = 0 end
if enemyplay.gravity < 0 then enemyplay.state = "falling" end
if enemyplay.gravity < 180 and enemyplay.state == "falling" then enemyplay.gravity = enemyplay.gravity + (enemyplay.jumpspeed + 1) end
if enemyplay.gravity >= 180 then enemyplay.gravity = 180 enemyplay.jumpspeed = 10 enemyplay.state = "ground" enemystate = 1 enemyjumpstate = 0 enemyjumploop = 0 end
enemyplay.y = enemyplay.gravity end end end
function enemypunch() if enemylastdirection == 0 then
enemypunchloop = enemypunchloop + 1 if enemypunchloop >= 1 and enemypunchloop <= 10 then enemy = enemypunchleft[1] elseif enemypunchloop >= 11 and enemypunchloop <= 15 then enemy = enemypunchleft[2] elseif enemypunchloop >= 16 and enemypunchloop <= 18 then enemy = enemypunchleft[3] elseif enemypunchloop >= 19 and enemypunchloop <= 25 then enemy = enemypunchleft[4] elseif enemypunchloop > 25 then enemypunchloop = 0 enemystate = 0 enemypunchstate = 0 end
else
enemypunchloop = enemypunchloop + 1 if enemypunchloop >= 1 and enemypunchloop <= 10 then enemy = enemypunchright[1] elseif enemypunchloop >= 11 and enemypunchloop <= 15 then enemy = enemypunchright[2] elseif enemypunchloop >= 16 and enemypunchloop <= 18 then enemy = enemypunchright[3] elseif enemypunchloop >= 19 and enemypunchloop <= 25 then enemy = enemypunchright[4] elseif enemypunchloop > 25 then enemypunchloop = 0 enemystate = 0 enemypunchstate = 0 end end end
function enemykick() if enemylastdirection == 0 then
enemykickloop = enemykickloop + 1 if enemykickloop >= 1 and enemykickloop <= 5 then enemy = enemykickleft[1] elseif enemykickloop >= 6 and enemykickloop <= 10 then enemy = enemykickleft[2] enemyplay.x = enemyplay.x + 3 elseif enemykickloop >= 11 and enemykickloop <= 15 then enemy = enemykickleft[3] enemyplay.x = enemyplay.x + 3 elseif enemykickloop >= 16 and enemykickloop <= 20 then enemy = enemykickleft[4] enemyplay.x = enemyplay.x + 3 elseif enemykickloop >= 21 and enemykickloop <= 25 then enemy = enemykickleft[5] enemyplay.x = enemyplay.x + 3 elseif enemykickloop > 25 then enemykickloop = 0 enemykickstate = 0 enemystate = 0 end
else
enemykickloop = enemykickloop + 1 if enemykickloop >= 1 and enemykickloop <= 5 then enemy = enemykickright[1] elseif enemykickloop >= 6 and enemykickloop <= 10 then enemy = enemykickright[2] enemyplay.x = enemyplay.x - 3 elseif enemykickloop >= 11 and enemykickloop <= 15 then enemy = enemykickright[3] enemyplay.x = enemyplay.x - 3 elseif enemykickloop >= 16 and enemykickloop <= 20 then enemy = enemykickright[4] enemyplay.x = enemyplay.x - 3 elseif enemykickloop >= 21 and enemykickloop <= 25 then enemy = enemykickright[5] enemyplay.x = enemyplay.x - 3 elseif enemykickloop > 25 then enemykickloop = 0 enemykickstate = 0 enemystate = 0 end end end
function enemyretreat() if enemylastdirection == 0 then
enemyretreatloop = enemyretreatloop + 1 if enemyretreatloop >= 1 and enemyretreatloop <= 7 then enemy = enemyretreatleft[1] enemyplay.x = enemyplay.x - 6 enemyplay.y = enemyplay.y - 4 elseif enemyretreatloop >= 8 and enemyretreatloop <= 14 then enemy = enemyretreatleft[2] enemyplay.x = enemyplay.x - 2 enemyplay.y = enemyplay.y + 4 elseif enemyretreatloop > 14 then enemyretreatloop = 0 enemystate = 1 enemyretreatstate = 0 end
else
enemyretreatloop = enemyretreatloop + 1 if enemyretreatloop >= 1 and enemyretreatloop <= 7 then enemy = enemyretreatright[1] enemyplay.x = enemyplay.x + 6 enemyplay.y = enemyplay.y - 4 elseif enemyretreatloop >= 8 and enemyretreatloop <= 14 then enemy = enemyretreatright[2] enemyplay.x = enemyplay.x + 2 enemyplay.y = enemyplay.y + 4 elseif enemyretreatloop > 14 then enemyretreatloop = 0 enemystate = 1 enemyretreatstate = 0 end
end end
function enemycrouch() if enemylastdirection == 0 then enemycrouchloop = enemycrouchloop + 1 if enemycrouchloop >= 1 and enemycrouchloop <= 2 then enemy = enemycrouchleft[2] elseif enemycrouchloop > 3 then enemy = enemycrouchleft[3] end else enemycrouchloop = enemycrouchloop + 1 if enemycrouchloop >= 1 and enemycrouchloop <= 2 then enemy = enemycrouchright[2] elseif enemycrouchloop > 3 then enemy = enemycrouchright[3] end end enemycrouchstate = 0 end
function enemyblock() if enemylastdirection == 0 then enemyblockloop = enemyblockloop + 1
if enemyblockloop >= 1 and enemyblockloop <= 4 then enemy = enemyblockleft[1] elseif enemyblockloop >= 5 and enemyblockloop <= 25 then enemy = enemyblockleft[1] elseif enemyblockloop > 25 then enemyblockloop = 0 enemyblockstate = 0 enemystate = 1 end else enemyblockloop = enemyblockloop + 1 if enemyblockloop >= 1 and enemyblockloop <= 4 then enemy = enemyblockright[1] elseif enemyblockloop >= 5 and enemyblockloop <= 25 then enemy = enemyblockright[1] elseif enemyblockloop > 25 then enemyblockloop = 0 enemyblockstate = 0 enemystate = 1 end end
end
function enemyspecialTech()
if enemyspecialstate == 1 then if enemylastdirection == 0 then enemyspecialloop = enemyspecialloop + 1
if enemyspecialloop >= 1 and enemyspecialloop <= 10 then enemy = enemyspecialleft[1] elseif enemyspecialloop >= 6 and enemyspecialloop <= 20 then enemy = enemyspecialleft[2] elseif enemyspecialloop >= 11 and enemyspecialloop <= 30 then enemy = enemyspecialleft[3] elseif enemyspecialloop >= 16 and enemyspecialloop <= 40 then enemy = enemyspecialleft[4] elseif enemyspecialloop >= 21 and enemyspecialloop <= 50 then enemy = enemyspecialleft[5] elseif enemyspecialloop >= 26 and enemyspecialloop <= 60 then enemy = enemyspecialleft[6] elseif enemyspecialloop >= 31 and enemyspecialloop <= 70 then enemy = enemyspecialleft[7] elseif enemyspecialloop >= 35 and enemyspecialloop <= 80 then enemy = enemyspecialleft[8] elseif enemyspecialloop >= 41 and enemyspecialloop <= 90 then enemy = enemyspecialleft[9] elseif enemyspecialloop >= 46 and enemyspecialloop <= 100 then enemy = enemyspecialleft[10]
elseif enemyspecialloop >= 51 and enemyspecialloop <= 110 then enemy = enemyspecialleft[11] elseif enemyspecialloop >= 56 and enemyspecialloop <= 120 then enemy = enemyspecialleft[12] elseif enemyspecialloop >= 62 and enemyspecialloop <= 130 then enemy = enemyspecialleft[13] elseif enemyspecialloop >= 66 and enemyspecialloop <= 140 then enemy = enemyspecialleft[14] elseif enemyspecialloop >= 71 and enemyspecialloop <= 150 then enemy = enemyspecialleft[15] elseif enemyspecialloop >= 76 and enemyspecialloop <= 160 then enemy = enemyspecialleft[16] elseif enemyspecialloop >= 81 and enemyspecialloop <= 170 then enemy = enemyspecialleft[17] elseif enemyspecialloop >= 86 and enemyspecialloop <= 180 then enemy = enemyspecialleft[18] elseif enemyspecialloop >= 91 and enemyspecialloop <= 190 then enemy = enemyspecialleft[19] elseif enemyspecialloop >= 96 and enemyspecialloop <= 200 then enemy = enemyspecialleft[20]
elseif enemyspecialloop >= 101 and enemyspecialloop <= 210 then enemy = enemyspecialleft[21] elseif enemyspecialloop >= 106 and enemyspecialloop <= 220 then enemy = enemyspecialleft[22] elseif enemyspecialloop >= 111 and enemyspecialloop <= 230 then enemy = enemyspecialleft[23] elseif enemyspecialloop >= 116 and enemyspecialloop <= 240 then enemy = enemyspecialleft[24] elseif enemyspecialloop >= 121 and enemyspecialloop <= 250 then enemy = enemyspecialleft[25] elseif enemyspecialloop >= 126 and enemyspecialloop <= 260 then enemy = enemyspecialleft[26] elseif enemyspecialloop >= 131 and enemyspecialloop <= 270 then enemy = enemyspecialleft[27] elseif enemyspecialloop >= 136 and enemyspecialloop <= 280 then enemy = enemyspecialleft[28] elseif enemyspecialloop >= 141 and enemyspecialloop <= 290 then enemy = enemyspecialleft[29] elseif enemyspecialloop >= 146 and enemyspecialloop <= 300 then enemy = enemyspecialleft[30]
elseif enemyspecialloop >= 151 and enemyspecialloop <= 310 then enemy = enemyspecialleft[31] elseif enemyspecialloop >= 156 and enemyspecialloop <= 320 then enemy = enemyspecialleft[32] elseif enemyspecialloop >= 161 and enemyspecialloop <= 330 then enemy = enemyspecialleft[33] elseif enemyspecialloop >= 166 and enemyspecialloop <= 340 then enemy = enemyspecialleft[34] elseif enemyspecialloop >= 171 and enemyspecialloop <= 350 then enemy = enemyspecialleft[35] elseif enemyspecialloop >= 176 and enemyspecialloop <= 360 then enemy = enemyspecialleft[36] elseif enemyspecialloop >= 181 and enemyspecialloop <= 370 then enemy = enemyspecialleft[37] elseif enemyspecialloop >= 186 and enemyspecialloop <= 380 then enemy = enemyspecialleft[38] elseif enemyspecialloop >= 191 and enemyspecialloop <= 390 then enemy = enemyspecialleft[39] elseif enemyspecialloop >= 196 and enemyspecialloop <= 400 then enemy = enemyspecialleft[40]
elseif enemyspecialloop >= 201 and enemyspecialloop <= 410 then enemy = enemyspecialleft[41] elseif enemyspecialloop >= 206 and enemyspecialloop <= 420 then enemy = enemyspecialleft[42] elseif enemyspecialloop > 420 then enemyspecialloop = 0 enemyspecialstate = 0 enemystate = 1 end
if enemyspecialloop >= 271 and enemyspecialloop <= 300 then yourTemp = enemyspecialright[43] screen:blit(player.x + 30, player.y - 40, yourTemp) elseif enemyspecialloop >= 301 and enemyspecialloop <= 310 then yourTemp = enemyspecialright[44] screen:blit(player.x + 20, player.y - 30, yourTemp) elseif enemyspecialloop >= 311 and enemyspecialloop <= 320 then yourTemp = enemyspecialright[45] screen:blit(player.x + 10, player.y - 20, yourTemp) elseif enemyspecialloop >= 321 and enemyspecialloop <= 330 then yourTemp = enemyspecialright[46] screen:blit(player.x, player.y - 10, yourTemp) end
if enemyspecialloop >= 301 and enemyspecialloop <= 330 then yourTemp = enemyspecialleft[43] screen:blit(player.x - 40, player.y - 40, yourTemp) elseif enemyspecialloop >= 331 and enemyspecialloop <= 340 then yourTemp = enemyspecialleft[44] screen:blit(player.x - 30, player.y - 30, yourTemp) elseif enemyspecialloop >= 341 and enemyspecialloop <= 350 then yourTemp = enemyspecialleft[45] screen:blit(player.x - 20, player.y - 20, yourTemp) elseif enemyspecialloop >= 351 and enemyspecialloop <= 360 then yourTemp = enemyspecialleft[46] screen:blit(player.x, player.y - 10, yourTemp) end
else
enemyspecialloop = enemyspecialloop + 1
if enemyspecialloop >= 1 and enemyspecialloop <= 10 then enemy = enemyspecialright[1] elseif enemyspecialloop >= 11 and enemyspecialloop <= 20 then enemy = enemyspecialright[2] elseif enemyspecialloop >= 21 and enemyspecialloop <= 30 then enemy = enemyspecialright[3] elseif enemyspecialloop >= 31 and enemyspecialloop <= 40 then enemy = enemyspecialright[4] elseif enemyspecialloop >= 41 and enemyspecialloop <= 50 then enemy = enemyspecialright[5] elseif enemyspecialloop >= 51 and enemyspecialloop <= 60 then enemy = enemyspecialright[6] elseif enemyspecialloop >= 61 and enemyspecialloop <= 70 then enemy = enemyspecialright[7] elseif enemyspecialloop >= 71 and enemyspecialloop <= 80 then enemy = enemyspecialright[8] elseif enemyspecialloop >= 81 and enemyspecialloop <= 90 then enemy = enemyspecialright[9] elseif enemyspecialloop >= 91 and enemyspecialloop <= 100 then enemy = enemyspecialright[10]
elseif enemyspecialloop >= 101 and enemyspecialloop <= 110 then enemy = enemyspecialright[11] elseif enemyspecialloop >= 111 and enemyspecialloop <= 120 then enemy = enemyspecialright[12] elseif enemyspecialloop >= 121 and enemyspecialloop <= 130 then enemy = enemyspecialright[13] elseif enemyspecialloop >= 131 and enemyspecialloop <= 140 then enemy = enemyspecialright[14] elseif enemyspecialloop >= 141 and enemyspecialloop <= 150 then enemy = enemyspecialright[15] elseif enemyspecialloop >= 151 and enemyspecialloop <= 160 then enemy = enemyspecialright[16] elseif enemyspecialloop >= 161 and enemyspecialloop <= 170 then enemy = enemyspecialright[17] elseif enemyspecialloop >= 171 and enemyspecialloop <= 180 then enemy = enemyspecialright[18] elseif enemyspecialloop >= 181 and enemyspecialloop <= 190 then enemy = enemyspecialright[19] elseif enemyspecialloop >= 191 and enemyspecialloop <= 200 then enemy = enemyspecialright[20]
elseif enemyspecialloop >= 201 and enemyspecialloop <= 210 then enemy = enemyspecialright[21] elseif enemyspecialloop >= 211 and enemyspecialloop <= 220 then enemy = enemyspecialright[22] elseif enemyspecialloop >= 221 and enemyspecialloop <= 230 then enemy = enemyspecialright[23] elseif enemyspecialloop >= 231 and enemyspecialloop <= 240 then enemy = enemyspecialright[24] elseif enemyspecialloop >= 241 and enemyspecialloop <= 250 then enemy = enemyspecialright[25] elseif enemyspecialloop >= 251 and enemyspecialloop <= 260 then enemy = enemyspecialright[26] elseif enemyspecialloop >= 261 and enemyspecialloop <= 270 then enemy = enemyspecialright[27] elseif enemyspecialloop >= 271 and enemyspecialloop <= 280 then enemy = enemyspecialright[28] elseif enemyspecialloop >= 281 and enemyspecialloop <= 290 then enemy = enemyspecialright[29] elseif enemyspecialloop >= 291 and enemyspecialloop <= 300 then enemy = enemyspecialright[30]
elseif enemyspecialloop >= 301 and enemyspecialloop <= 310 then enemy = enemyspecialright[31] elseif enemyspecialloop >= 311 and enemyspecialloop <= 320 then enemy = enemyspecialright[32] elseif enemyspecialloop >= 321 and enemyspecialloop <= 330 then enemy = enemyspecialright[33] elseif enemyspecialloop >= 331 and enemyspecialloop <= 340 then enemy = enemyspecialright[34] elseif enemyspecialloop >= 341 and enemyspecialloop <= 350 then enemy = enemyspecialright[35] elseif enemyspecialloop >= 351 and enemyspecialloop <= 360 then enemy = enemyspecialright[36] elseif enemyspecialloop >= 361 and enemyspecialloop <= 370 then enemy = enemyspecialright[37] elseif enemyspecialloop >= 371 and enemyspecialloop <= 380 then enemy = enemyspecialright[38] elseif enemyspecialloop >= 381 and enemyspecialloop <= 390 then enemy = enemyspecialright[39] elseif enemyspecialloop >= 391 and enemyspecialloop <= 400 then enemy = enemyspecialright[40]
elseif enemyspecialloop >= 401 and enemyspecialloop <= 410 then enemy = enemyspecialright[41] elseif enemyspecialloop >= 411 and enemyspecialloop <= 420 then enemy = enemyspecialright[42] elseif enemyspecialloop > 420 then enemyspecialloop = 0 enemyspecialstate = 0 enemystate = 1 end
if enemyspecialloop >= 271 and enemyspecialloop <= 300 then yourTemp = enemyspecialright[43] screen:blit(player.x + 30, player.y - 40, yourTemp) elseif enemyspecialloop >= 301 and enemyspecialloop <= 310 then yourTemp = enemyspecialright[44] screen:blit(player.x + 20, player.y - 30, yourTemp) elseif enemyspecialloop >= 311 and enemyspecialloop <= 320 then yourTemp = enemyspecialright[45] screen:blit(player.x + 10, player.y - 20, yourTemp) elseif enemyspecialloop >= 321 and enemyspecialloop <= 330 then yourTemp = enemyspecialright[46] enemyhitstate = 1 screen:blit(player.x, player.y - 10, yourTemp) end
if enemyspecialloop >= 301 and enemyspecialloop <= 330 then yourTemp = enemyspecialleft[43] screen:blit(player.x - 40, player.y - 40, yourTemp) elseif enemyspecialloop >= 331 and enemyspecialloop <= 340 then yourTemp = enemyspecialleft[44] screen:blit(player.x - 30, player.y - 30, yourTemp) elseif enemyspecialloop >= 341 and enemyspecialloop <= 350 then yourTemp = enemyspecialleft[45] screen:blit(player.x - 20, player.y - 20, yourTemp) elseif enemyspecialloop >= 351 and enemyspecialloop <= 360 then yourTemp = enemyspecialleft[46] enemyhitstate = 1 screen:blit(player.x, player.y - 10, yourTemp) end end if enemyspecialloop == 420 and blockstate == 0 then hitstate = 1 playerH.x = playerH.x - 50 end if enemyspecialloop == 420 then allowable = "nope" enemyspecialstate = 0 if enemyspecialloop == 420 and enemyhealth.x < 21 then enemytemp = 1 end enemyspecialloop = 0 end
if enemyspecialloop == 339 then enemyhealth.x = enemyhealth.x - 20 end end end
function enemykilled()
if enemykilledstate == 1 then
if lastdirection == 0 then
enemykilledloop = enemykilledloop + 1
if enemykilledloop >= 1 and enemykilledloop <= 15 then
enemy = enemykilledleft[1] enemyplay.y = enemyplay.y - 6 enemyplay.x = enemyplay.x + 15
elseif enemykilledloop >= 16 and enemykilledloop <= 30 then
enemy = enemykilledleft[1] enemyplay.y = enemyplay.y + 6 enemyplay.x = enemyplay.x + 15
elseif enemykilledloop >= 31 then
enemy = enemykilledleft[2]
end
else
enemykilledloop = enemykilledloop + 1 if enemykilledloop >= 1 and enemykilledloop <= 15 then
enemy = enemykilledright[1] enemyplay.y = enemyplay.y - 6 enemyplay.x = enemyplay.x - 15
elseif enemykilledloop >= 16 and enemykilledloop <= 30 then
enemy = enemykilledright[1] enemyplay.y = enemyplay.y + 6 enemyplay.x = enemyplay.x - 15
elseif enemykilledloop >= 31 then
enemy = enemykilledright[2]
end
end
end end
function enemydamaged()
if enemycollision == 1 and enemyhitstate == 0 then if punchloop == 10 or kickloop == 10 then
enemyhitstate = 1 enemystate = 0 end end
if enemyhitstate == 1 and enemyblockloop == 0 and enemykickstate == 0 then
if lastdirection == 0 then
enemyhitloop = enemyhitloop + 1
if enemyhitloop >= 1 and enemyhitloop <= 7 then enemy = enemyhitright[1] enemyplay.x = enemyplay.x + 1 hit = "true"
elseif enemyhitloop >= 8 and enemyhitloop <= 14 then enemy = enemyhitright[1] enemyplay.x = enemyplay.x + 1
elseif enemyhitloop > 18 then enemyhitloop = 0 enemystate = 1 enemyhitstate = 0 enemylastdirection = 1 buloy = 0 end
else
enemyhitloop = enemyhitloop + 1
if enemyhitloop >= 1 and enemyhitloop <= 7 then enemy = enemyhitleft[1] enemyplay.x = enemyplay.x - 1 hit = "true"
elseif enemyhitloop >= 8 and enemyhitloop <= 14 then enemy = enemyhitleft[1] enemyplay.x = enemyplay.x - 1
elseif enemyhitloop > 18 then enemyhitloop = 0 enemystate = 1 enemyhitstate = 0 enemylastdirection = 0 buloy = 0 end end end
----- mabawasan ka .....
-- PS : Kalokohan lang ito ha!
if enemyhitstate == 1 and buloy == 0 then
enemyhealth.x = enemyhealth.x - 5 highscore = highscore + 5 --hit = "false" buloy = 1 end
if enemyhealth.x <= 0 then
enemykilledstate = 1 enemykilled() end
end
end
enemyiso = "true" end
function narutoWash()
icon = nil
standleft = {} for inc = 1, 4 do standleft[inc] = nil end walkleft = {} for inc = 1, 6 do walkleft[inc] = nil end
jumpleft = {} for inc = 1, 4 do jumpleft[inc] = nil end
blockleft = {}
blockleft[1] = nil
retreatleft = {}
retreatleft[1] = nil retreatleft[2] = nil
crouchleft = {} for inc = 2, 3 do crouchleft[inc] = nil end
punchleft = {} for inc = 1, 4 do punchleft[inc] = nil end
kickleft = {} for inc = 1, 5 do kickleft[inc] = nil end
killedleft = {} for inc = 1, 2 do killedleft[inc] = nil end
specialleft = {} for inc = 1, 46 do specialleft[inc] = nil end
damagedleft = nil
standright = {} for inc = 1,4 do standright[inc] = nil end walkright = {} for inc = 1, 6 do walkright[inc] = nil end
jumpright = {} for inc = 1, 4 do jumpright[inc] = nil end
blockright = {}
blockright[1] = nil
retreatright = {}
retreatright[1] = nil retreatright[2] = nil
crouchright = {} for inc = 2, 3 do crouchright[inc] = nil end
punchright = {} for inc = 1, 4 do punchright[inc] = nil end
kickright = {} for inc = 1, 5 do kickright[inc] = nil end
killedright = {} for inc = 1, 2 do killedright[inc] = nil end
specialright = {} for inc = 1, 46 do specialright[inc] = nil end
damagedright = nil
eicon = nil
enemystandleft = {} for inc = 1, 4 do enemystandleft[inc] = nil end
enemykickleft = {} for inc = 1, 5 do enemykickleft[inc] = nil end
enemyjumpleft = {} for inc = 1, 4 do enemyjumpleft[inc] = nil end
enemywalkleft = {} for inc = 1, 6 do enemywalkleft[inc] = nil end
enemypunchleft = {} for inc = 1, 4 do enemypunchleft[inc] = nil end
enemyretreatleft = {}
enemyretreatleft[1] = nil enemyretreatleft[2] = nil
enemycrouchleft = {}
for inc = 2, 3 do enemycrouchleft[inc] = nil end
enemyblockleft = {}
enemyblockleft[1] = nil
enemykilledleft = {} for inc = 1, 2 do enemykilledleft[inc] = nil end
enemyhitleft = {} enemyhitleft[1] = nil
-- right
enemystandright = {} for inc = 1, 4 do enemystandright[inc] = nil end
enemykickright = {} for inc = 1, 5 do enemykickright[inc] = nil end
enemyjumpright = {} for inc = 1, 4 do enemyjumpright[inc] = nil end
enemywalkright = {} for inc = 1, 6 do enemywalkright[inc] = nil end
enemypunchright = {} for inc = 1, 4 do enemypunchright[inc] = nil end
enemyretreatright = {}
enemyretreatright[1] = nil enemyretreatright[2] = nil
enemycrouchright = {}
for inc = 2, 3 do enemycrouchright[inc] = nil end
enemyblockright = {}
enemyblockright[1] = nil
enemykilledright = {} for inc = 1, 2 do enemykilledright[inc] = nil end
enemyhitright = {} enemyhitright[1] = nil
collectgarbage()
end |