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Your checklist for this pull request
Author name
Bri
Author:
Bri
Bri
About your game
You have to escape the demon but.. its a to be continued
What is your game about?
Escape into somewhere without getting killed
How do you play your game?
WASD to move, IK to continue the first scene
Code
Check off the items that are true.
/games
directory.-
s, or_
s.Image (If an image is used)
/games/img
directory./*
First time? Check out the tutorial game:
https://sprig.hackclub.com/gallery/getting_startedss
@title: Anomaly
@author: Liam
@tags: []
@img: ""
@addedOn: 2024-05-20
*/
const dirtgoal = "u"
const player = "p"
const demon = "d"
const demoncrawl = "f"
const demoncrawlB = "i"
const demoncrawlC = "r"
const walkway = "w"
const wgoal = "a"
const grass = "g"
const ventwall = "t"
const wgrass = "l"
const wood = "o"
const demontwo = "e"
const demonjump = "h"
const panel = "y"
const bgoal = "x"
const dirt = "k"
const sign = "v"
const blood = "q"
const footsteps = "n"
const footstepsb = "b"
const bodyB = "m"
const bodyC = "c"
const vent = "z"
const ventB = "j"
const screwdriver = "s"
const gravestone = "A"
const gravestoneb = "B"
const news = "C"
const wkey = "D"
const akey = "E"
const skey = "F"
const dkey = "G"
const walk = tune
49.586776859504134: F4/49.586776859504134, 1537.190082644628
const monster = tune
47.61904761904762: C5-47.61904761904762 + B4~47.61904761904762, 47.61904761904762: C5-47.61904761904762 + B4~47.61904761904762, 47.61904761904762: C5-47.61904761904762 + B4~47.61904761904762, 47.61904761904762: C5-47.61904761904762 + B4~47.61904761904762, 47.61904761904762: C5-47.61904761904762 + B4~47.61904761904762, 47.61904761904762: C5-47.61904761904762 + B4~47.61904761904762, 47.61904761904762: B4-47.61904761904762 + A4~47.61904761904762, 47.61904761904762: A4-47.61904761904762 + G4-47.61904761904762 + F4-47.61904761904762 + E4~47.61904761904762, 47.61904761904762: E4-47.61904761904762 + C4-47.61904761904762 + D4~47.61904761904762, 47.61904761904762: C4-47.61904761904762 + D4~47.61904761904762, 1047.6190476190477
const poop = tune
202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 608.1081081081081, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 608.1081081081081, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 608.1081081081081, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 608.1081081081081, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027: C4~202.7027027027027 + F4^202.7027027027027, 202.7027027027027: D4~202.7027027027027 + G4^202.7027027027027, 202.7027027027027: D4~202.7027027027027 + G4^202.7027027027027, 202.7027027027027: D4~202.7027027027027 + G4^202.7027027027027, 202.7027027027027: D4~202.7027027027027 + G4^202.7027027027027, 202.7027027027027
const playback = playTune(poop, Infinity)
setLegend(
[ wkey, bitmap
5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5577555555557755 5557555555557555 5557555555557555 5555755555575555 5555755775575555 5555757557575555 5555775555775555 5555555555555555 5555555555555555 5555555555555555 5555555555555555
],[ akey, bitmap
8888888888888888 8888888888888888 8888888888888888 8888888888888888 8888888888888888 8888888HH8888888 888888H33H888888 88888H3333H88888 88888H3333H88888 8888H333333H8888 8888HHHHHHHH8888 8888H888888H8888 8888H888888H8888 8888888888888888 8888888888888888 8888888888888888
],[ dkey, bitmap
FFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFF FFFFFF666FFFFFFF FFFFFF6CC66FFFFF FFFFFF6CCCC6FFFF FFFFFF6CCCC6FFFF FFFFFF6CCCC6FFFF FFFFFF6CCCC6FFFF FFFFFF6CCCC6FFFF FFFFFF6CC66FFFFF FFFFFF666FFFFFFF FFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFF
],[ skey, bitmap
LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLL99999LLLLL LLLLL9LLLLLLLLLL LLLLL9LLLLLLLLLL LLLLLL99999LLLLL LLLLLLLLLL9LLLLL LLLLLLLLLL9LLLLL LLLLL99999LLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL
],[ bodyC, bitmap
................ ................ ................ ..CC3..CCC..3CC. ..CCC..CCC..CCC. ...C...CCC...C.. ...C..CCCCC..C.. ...C.CCCHCCC.C.. ...CCCCCCCCCC... ...C..CCHC..C... .......CCCH..... ......CHCCC..... .......CCC...... .......HCH...... .......HH....... ........H.......
],[ news, bitmap
2222222222222222 22LLLLLLLLLLLL22 22L1111111111L22 22L111111111DL22 22L11211111D5L22 22L1121111155L22 22L000001111DL22 22L0000011111L22 22LLLLLLLLLLL322 2222L222222L2222 0000000000000000 LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLL
],[ bodyB, bitmap
1111111111111111 1101101101101101 1011011C11011011 1011011C11011011 1011011C11011011 101101CCC1011011 101101CCC1011011 10110CCCCC011011 10110C3CCCC11011 1011C33CC3C11011 1011C3CC33C11011 1011CC3C3CC11011 1011CC2CCCC11011 1011CCCC3CC11011 11011CCCCC101101 11111111C1111111
],[ screwdriver, bitmap
................ ................ ................ ................ ................ ................ ................ ....1111........ ...1111116666... ....1111........ ................ ................ ................ ................ ................ ................
],[ player, bitmap
................ .......666...... .......FFF...... .......7F7...... .......FFF...... ......55555..... ......F555F..... ......F555FFC2.. ......F555.CC2.. .......333...... .......333...... .......333...... .......000...... ................ ................ ................
],[ demon, bitmap
.......33....... ......3303...... .....300003..... .....3C00C3..... .....330003..... .....333303..... ......33303..... ......33303..... .....3333033.... .....3330033.... ....333333333... ....333333333... ....333333333... ....333333333... ....333333333... ....333333333...
],[ demoncrawl, bitmap
.....333333..... .....333333..... .....333333..... .333.333333..... .3333333333..... .33333333333.... .33.333003333... .33.3300003333.. .33..3C00C3333.. .333.330003.333. 3.3..333303..33. 3.3...3333...33. 3..3...33....33. .3.........3333. ..........3..3.3 ............3..3
],[ demoncrawlC, bitmap
.....333333..... .....333333..... .....333333..... .....333333.333. .....3333333333. ....33333333333. ...333300333.33. ..3333000033.33. ..3333C00C3..33. .333.300033.333. .33..303333..3.3 .33...3333...3.3 .33....33...3..3 .3333.........3. 3.3..3.......... 3..3............
],[ demoncrawlB, bitmap
................ ...33333........ ...3333333...... ...3333333333... ...3333333333... ....333333333... ....33333333.... ....33333333.... .....333333..... .....333333..... .....333333..... .....333333..... .....333333..... .....333333..... .....333333..... .....333333.....
],[ walkway, bitmap
................ ................ ................ ................ ................ ................ ................ 3..333.333...333 C333C33333333333 3333333333333333 3333333333C3333C 3333333333333333 333333C333333333 33C333333333333C 3333333333333333 ..33C33..33C.333
],[ wgoal, bitmap
................ ................ ................ ................ ................ ................ ................ 3..333.333...333 C333C33333333333 3333333333333333 3333333333C3333C 3333333333333333 333333C333333333 33C333333333333C 3333333333333333 ..33C33..33C.333
],[ grass, bitmap
DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDD4DDDDD4DDDDDD DD4D4DDD4D4DDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDD4DD DDDDDD4DDDDD4D4D DDDDD4D4DDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DD4DDDDDDD4DDDDD D4D4DDDDD4D4DDDD DDDDDDDDDDDDDDDD DDDDD4DDDDDDDD4D DDDD4D4DDDDDD4D4 DDDDDDDDDDDDDDDD
],[ wood, bitmap
000CCCCCCCCFC000 000CCCCCCCCFC000 000CCFCCCCCCC000 000CCFCCCCCCC000 000CCFCCCFCCC000 000CCFFCCFCCC000 000CCCFCCFCCC000 000CCCCCCFCCC000 000CCCCCCFCCC000 000CCCCCFCCCC000 000CCCCFCCCCC000 000CCCCFCCCFC000 000CFCCCCCCFC000 000CFFCCCCCCC000 044C44C44C44C440 4DD4DD4DD4DD4DDD
],[ demontwo, bitmap
....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... ....000000000... .....0000000....
],[ wgrass, bitmap
DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDD4DDDDD4DDDDDD DD4D4DDD4D4DDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDD4DD DDDDDD4DDDDD4D4D DDDDD4D4DDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DD4DDDDDDD4DDDDD D4D4DDDDD4D4DDDD DDDDDDDDDDDDDDDD DDDDD4DDDDDDDD4D DDDD4D4DDDDDD4D4 DDDDDDDDDDDDDDDD
],[ demonjump, bitmap
2222222332222222 2222223303222222 2222230000322222 222223C00C322222 2222233000322222 2222233330322222 2222223330322222 2222223330322222 2222233330332222 2222233300332222 2222333333333222 2222333333333222 2222333333333222 2222333333333222 2222333333333222 2222333333333222
],[ dirtgoal, bitmap
.CFCCCCCCCCCCFC. CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC CCCCCCCFCCCCCCCC CCCCCCCCCCCCCCCC CFCCCCCCCCCCFCCC CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC CCCCCCCFCCCCCCC2 CCCCCCCCCCCCCCCC CCCCCCCCCCCCFCCC CCFCCCCCCCCCCCCC CCCCCCCCCCCCCCCC CCCCCCCCFCCCCCCC CCCCCCCCCCCCCCCC .CCFCCCCCCCCCC..
],[ dirt, bitmap
.CFCCCCCCCCCCFC. CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC CCCCCCCFCCCCCCCC CCCCCCCCCCCCCCCC CFCCCCCCCCCCFCCC CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC CCCCCCCFCCCCCCCC CCCCCCCCCCCCCCCC CCCCCCCCCCCCFCCC CCFCCCCCCCCCCCCC CCCCCCCCCCCCCCCC CCCCCCCCFCCCCCCC CCCCCCCCCCCCCCCC .CCFCCCCCCCCCC..
],[ gravestoneb, bitmap
.CFCCCCCCCCCCFC. CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC CCC111111111CCCC CC11111111111CCC C1111111111111CC C1111111111111CC C1111111111111CC CC11111111111CCC CC11111111111CCC CC11111111111CCC CC11111111111CCC C1111111111111CC C1111111111111CC C1111111111111CC .1111111111111..
],[ gravestone, bitmap
.CFCCCC11CCCCFC. CCCCCC1111CCCCCC CCCCCCC11CCCCCCC CCC1111111111CCC CC111111111111CC C11111111111111C C11111111111111C C11111111111111C C11111111111111C C11111111111111C C11111111111111C C11111111111111C C11111111111111C C11111111111111C C11111111111111C .11111111111111.
],[ panel, bitmap
1111111111111111 1101101101101101 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1011011011011011 1101101101101101 1111111111111111
],[ vent, bitmap
1111111111111111 LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL
],[ ventB, bitmap
1111111111111111 LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000200200000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL L00000000000000L LLLLLLLLLLLLLLLL
],[ sign, bitmap
................ ................ ................ .CCCCCCCCCCCCCC. .CCCCCCCCCCCCCC. .C00CCCC0CCCCCC. .C0C0C0C0CC0CCC. .C00CC0C0C0C0CC. .C0C0CC0CC0C0CC. .CCCCCCCCCCC0CC. .CCCCCCCCCCC0CC. .......33...0... .......CC....... .....4.4C4..00.. ......4.4.4..... ................
],[ blood, bitmap
................ ................ ................ ................ ................ ....333......... ....333......... ...3333......... ..333........... ..33............ ..33.......3.... ..33333CC33CC... ..C3CCCCCCCCCC.. ..CC33CCCCCCCC.. ......C333CCCCC. ................
],[ footsteps, bitmap
................ ................ ................ ...........3.... ..........333... ..........333... ..........333... ...........3.... .....3.......... ....333......... ....333......... ....333......... .....3.......... ................ ................ ................
],[ footstepsb, bitmap
................ ................ ................ ................ ....333......... ...33333........ ....333......... ................ ................ ................ .........333.... ........33333... .........333.... ................ ................ ................
],[ bgoal, bitmap
5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555 5555555555555555
],[ ventwall, bitmap
0000000000000000 0L000000000000L0 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0000000000000000 0L000000000000L0 0000000000000000
],)
setBackground( grass);
setSolids([player, sign, panel, wood, blood, screwdriver,ventwall, gravestone, gravestoneb, ])
let level = 0
const levels = [
map
C
,//0map
C
,//1map
ooooooooooo .D........l EFGwwpww..l ..........l
,//2map
ooooooooooo ....n.....l p.....b.b.l ..........l
,//3map
oooooooyyyxxyyy .........kkkk.. ..........kk... p......kbkkn... ...b........... ............... ...............
,//4map
yyyxxyyy y.v....y y..n...y y..n...y y.n....y yq.n...y yyyp.yyy
,//5map
yymyyyyyyy y........y y........y .l.....d.x plb..b.e.x y........y y........y yyyyyymyyy
,//6map
yymyyyyyyy y........y y........y .........x .pb..b...x y........y y........y yyyyyymyyy
,//7map
yymmymyzymyyy y..vq.....v.y .p.s...n....x ...b..b.....x y.q...v.q...y yymyymmyymyyy
,//8map
xyxyx xynyx xy.yx xynyx xy.yy xyb.p xy.yy xy.yx xy.yx xy.yx xy.yx
,//9map
xxxxxxxxxxxx xxxxxxxxxxxx xxyyyxxyyyxx yyy.yyyy.yyy p..........x yy...yy...yy xyyyyyyyyyyx xxxxxxxxxxxx xxxxxxxxxxxx
,//10map
xyfyx xy.yx xylyx xypyx xylyx xy.yx xy.yx xy.yx xy.yx xy.yx xy.yx xy.yx xyxyx
,//11map
xyiyx xyryx xy.yx xylyx xypyx xylyx xy.yx xy.yx xy.yx xy.yx xy.yx xy.yx xyxyx
,//12map
xynyx xyiyx xyfyx xy.yx xylyx xypyx xylyx xy.yx xy.yx xy.yx xy.yx xy.yx xyxyx
,//13map
xynyx xynyx xyiyx xyryx xy.yx xylyx xypyx xylyx xy.yx xy.yx xy.yx xy.yx xyxyx
,//14map
xynyx xynyx xynyx xyiyx xyfyx xy.yx xylyx xypyx xylyx xy.yx xy.yx xy.yx xyxyx
,//15map
xynyx xynyx xynyx xynyx xyiyx xyryx xy.yx xylyx xypyx xylyx xy.yx xy.yx xyxyx
,//16map
xynyx xynyx xynyx xynyx xynyx xyiyx xyfyx xy.yx xylyx xypyx xylyx xy.yx xyxyx
,//18map
xynyx xynyx xynyx xynyx xynyx xynyx xyiyx xyryx xy.yx xylyx xypyx xylyx xyxyx
,//19map
y.......... y.......... x....k.kkku xp...kkkkkl y.......... y.......... y..........
,//20map
.....pk..... .k.k.kk.k.k. .B.A.kk.A.A. ......k..... .k.k.kk.k.k. .A.A.kk.B.A. .....kk..... .k.k.kk.k.k. lAlBlullAlAl
,//21]
const currentLevel = levels[level];
setMap(currentLevel);
setPushables({
[ player ]: [screwdriver]
})
onInput("s", () => {
getFirst(player).y += 1
playTune(walk);
})
onInput("w", () => {
getFirst(player).y -= 1
playTune(walk);
})
onInput("a", () => {
getFirst(player).x -= 1
playTune(walk);
})
onInput("d", () => {
getFirst(player).x += 1
playTune(walk);
})
onInput("j",()=> {
level = level - 1
setMap(levels[level]);
clearText();
})
onInput("k",()=> {
level = level = 2
setMap(levels[level]);
clearText();
})
onInput("i",()=> {
level = level = 1
setMap(levels[level]);
clearText();
addText("Theres an anomaly...",{
x: 1,
y: 11,
color: color
2
})
addText("It mimics Grisha...",{
x: 1,
y: 12,
color: color
2
})
addText("Please stay indoors",{
x: 1,
y: 13,
color: color
2
})
addText("press k",{
x: 6,
y: 15,
color: color
2
})
})
addText("Hello, welcome ",{
x: 1,
y: 12,
color: color
2
})
addText("to Ravka news ",{
x: 2,
y: 13,
color: color
2
})
addText("press i ",{
x: 6,
y: 15,
color: color
2
})
afterInput(() => {
//
const wgrassCovered = tilesWith(player, wgrass);
if (wgrassCovered.length >= 1) {
level = level + 1;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued...", { y: 2, color: color
0
});playTune(monster)
}
}
//
const wgoalCovered = tilesWith(player, wgoal);
if (wgoalCovered.length >= 1) {
level = level + 1;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued...", { y: 2, color: color
0
});playTune(monster)
}
}
//
const bgoalCovered = tilesWith(player, bgoal);
if (bgoalCovered.length >= 1) {
level = level + 1;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued", { y: 2, color: color
0
});playTune(monster)
}
}
//
const demonCovered = tilesWith(player, demon);
if (demonCovered.length >= 1) {
level = level = 10;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued", { y: 2, color: color
0
});playTune(monster)
}
}
//
const demonbodyCovered = tilesWith(player, demontwo);
if (demonbodyCovered.length >= 1) {
level = level = 10;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued", { y: 2, color: color
0
});playTune(monster)
}
}
//
const dirtgoalCovered = tilesWith(player, dirtgoal);
if (dirtgoalCovered.length >= 1) {
level = level + 1;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued", { y: 2, color: color
0
});playTune(monster)
}
}
//
const ventcovered = tilesWith(screwdriver, vent);
if (ventcovered.length >= 1) {
level = level + 1;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued", { y: 2, color: color
0
});playTune(monster)
}
}
//
function monstermovement(x,y) {
let result = false
getTile(x,y).map((tile) => {
if (tile.type == player)
result = true
})
return result
}
//
const bodyCovered = tilesWith(player, bodyC);
if (bodyCovered.length >= 1) {
level = level = 10;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued", { y: 2, color: color
0
});playTune(monster)
}
}
//
const endCovered = tilesWith(player, dirtgoal);
if (endCovered.length >= 1) {
level = level = 21;
if (level < levels.length) {
setMap(levels[level]);
} else {
addText("To Be Continued", { y: 2, color: color
0
});playTune(monster)
}
}
//
let up = false
setInterval(() => {
if (level == 10) {
if (up) {
if (!(monstermovement(2,3) || monstermovement(3,3))) {
clearTile(3,3)
clearTile(3,3)
addSprite(3,4,bodyC)
addSprite(3,4,bodyC)
up = false
}
} else {
if (!(monstermovement(2,0) || monstermovement(3,2))) {
clearTile(3,4)
clearTile(3,4)
addSprite(3,3,bodyC)
addSprite(3,3,bodyC)
up = true
}, 1000)
//
function monstermovement(x,y) {
let result = false
getTile(x,y).map((tile) => {
if (tile.type == player)
result = true
})
return result
}
let yo = false
setInterval(() => {
if (level == 10) {
if (yo) {
if (!(monstermovement(2,3) || monstermovement(3,3))) {
clearTile(8,3)
clearTile(8,3)
addSprite(8,4,bodyC)
addSprite(8,4,bodyC)
yo = false
}
} else {
if (!(monstermovement(2,0) || monstermovement(3,2))) {
clearTile(8,4)
clearTile(8,4)
addSprite(8,3,bodyC)
addSprite(8,3,bodyC)
yo = true
}
}
} else if (level == 21) {
//smthn
}
}, 1000)
});