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main.ts
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namespace SpriteKind {
export const Gas = SpriteKind.create()
}
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
projectile = sprites.createProjectileFromSprite(assets.image`projectilepizza`, mySprite, 0, -100)
projectile.startEffect(effects.ashes)
})
sprites.onOverlap(SpriteKind.Enemy, SpriteKind.Projectile, function (sprite, otherSprite) {
sprite.destroy(effects.blizzard, 500)
otherSprite.destroy()
})
sprites.onOverlap(SpriteKind.Player, SpriteKind.Gas, function (sprite, otherSprite) {
statusbar.value = 100
otherSprite.destroy()
})
statusbars.onZero(StatusBarKind.Energy, function (status) {
game.over(false)
})
sprites.onOverlap(SpriteKind.Player, SpriteKind.Enemy, function (sprite, otherSprite) {
info.changeLifeBy(-1)
otherSprite.destroy(effects.disintegrate, 500)
})
let myEnemy: Sprite = null
let myFuel: Sprite = null
let projectile: Sprite = null
let statusbar: StatusBarSprite = null
let mySprite: Sprite = null
effects.starField.startScreenEffect()
mySprite = sprites.create(assets.image`spaceship`, SpriteKind.Player)
controller.moveSprite(mySprite)
mySprite.setStayInScreen(true)
statusbar = statusbars.create(20, 4, StatusBarKind.Energy)
statusbar.attachToSprite(mySprite, -25, 2)
game.onUpdateInterval(5000, function () {
myFuel = sprites.createProjectileFromSide(assets.image`fuel`, 0, 50)
myFuel.x = randint(5, 155)
myFuel.setKind(SpriteKind.Gas)
})
game.onUpdateInterval(1000, function () {
myEnemy = sprites.createProjectileFromSide(assets.image`enemy`, 0, 70)
myEnemy.x = randint(5, 155)
myEnemy.setKind(SpriteKind.Enemy)
})
game.onUpdateInterval(300, function () {
statusbar.value += -1
})