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- Player.sprite.rotation = 0
- Player.sprite.color = {237/255, 0/255, 0/255}
- Encounter.SetVar("wavetimer", 30)
- Arena.Resize(120,100)
- bullets = {}
- spawntimer = 0
- collision = require "Libraries/rotational_collision"
- killtims = 0
- speed = 1
- xs = 10
- ys = 10
- pos = 200
- neg = 0
- function Update()
- spawntimer = spawntimer + 1
- if spawntimer == 1 then
- bullet = CreateProjectile("Asgore/Fire",0,50)
- bullet.SetVar('Hit', false)
- bullet.SetVar('pos', 200)
- bullet.sprite.Scale(2,2)
- bullet.sprite.alpha = 1
- table.insert(bullets,bullet)
- bullet = CreateProjectile("Asgore/Fire",0,-50)
- bullet.SetVar('Hit', false)
- bullet.SetVar('pos', 200)
- bullet.sprite.Scale(2,2)
- bullet.sprite.alpha = 1
- table.insert(bullets,bullet)
- end
- for i=1, #bullets do
- local bullet = bullets[i]
- if bullet.GetVar("pos") != 0 then
- bullet.SetVar("pos",bullet.GetVar("pos") - 0.5)
- end
- bullet.MoveTo(bullet.GetVar("pos")*math.sin(Time.time*2),bullet.GetVar("pos")*math.cos(Time.time*2))
- end
- end
- function OnHit(bullet)
- if bullet.GetVar('Hit') != false then
- Player.Hurt(5,2)
- end
- end
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