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Armageddon.lua
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2010-09-27
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132 lines
--------------------------------------------------------------------------------
-- Weapon Armageddon + Projectile Comet
-- Original Carnage Contest Weapon
-- Script by DC, August 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.armageddon={}
cc.armageddon.comet={}
-- Load & Prepare Ressources
cc.armageddon.gfx_icon=loadgfx("weapons/armageddonicon.png") -- Weapon Icon
setmidhandle(cc.armageddon.gfx_icon)
cc.armageddon.gfx_pro=loadgfx("weapons/comet.bmp") -- Projectile Image
setmidhandle(cc.armageddon.gfx_pro)
cc.armageddon.sfx_waterimpact=loadsfx("firefragment.wav")
--------------------------------------------------------------------------------
-- Weapon: Armageddon
--------------------------------------------------------------------------------
cc.armageddon.id=addweapon("cc.armageddon","Armageddon",cc.armageddon.gfx_icon,0,3) -- Add Weapon (0 uses, first in round 3)
function cc.armageddon.draw() -- Draw
-- Fade Dark
if weapon_shots>0 and weapon_timer<0.4 then
weapon_timer=weapon_timer+0.01
end
end
function cc.armageddon.attack(attack) -- Attack
if (weapon_shots<=0) and (attack==1) then
-- No more weapon switching!
useweapon(0)
weapon_shots=weapon_shots+1
-- Random Seed
randomseed(getframe()*123+getround()*98)
-- Spawn Comets (amount depending on map size)
limit=math.ceil(getmapwidth()/100)*math.ceil(getmapheight()/150)
if limit>100 then
limit=100
end
for i=1,limit,1 do
pid=createprojectile(cc.armageddon.comet.id)
projectiles[pid]={}
projectiles[pid].x=random(40,getmapwidth()-40)
projectiles[pid].y=-random(500,650)
projectiles[pid].sx=random(-15,15)*0.1
projectiles[pid].sy=random(150,200)*0.1
projectiles[pid].timer=i*random(15,20)
end
-- End Turn
endturn()
end
end
--------------------------------------------------------------------------------
-- Projectile: comet
--------------------------------------------------------------------------------
cc.armageddon.comet.id=addprojectile("cc.armageddon.comet") -- Add Projectile
function cc.armageddon.comet.draw(id) -- Draw
setbgcolor(0,0,0,weapon_timer,0.01)
if projectiles[id].timer<=0 then
-- Fire
setblend(blend_light)
setalpha(math.random(1,7)*0.1)
setcolor(255,255,255)
setscale(1,1)
setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))+180)
drawimage(gfx_fire,projectiles[id].x,projectiles[id].y)
-- Comet
setblend(blend_alpha)
setalpha(1)
setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
drawimage(cc.armageddon.gfx_pro,projectiles[id].x,projectiles[id].y)
end
end
function cc.armageddon.comet.update(id) -- Update
-- Timer
if projectiles[id].timer>0 then
-- Count Down before comet appears
projectiles[id].timer=projectiles[id].timer-1
else
-- Commet appears
rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
-- Particle Tail
particle(p_smoke,projectiles[id].x+math.random(-6,6),projectiles[id].y-7)
particlespeed(math.random(-2,2)*0.1,math.random(-2,2)*0.1)
particlefadealpha(0.05)
particle(p_lightpuff,projectiles[id].x+math.random(-5,5),projectiles[id].y-5)
particlefadealpha(0.04)
-- Move (in substep loop for optimal collision precision)
msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/10)
msubx=projectiles[id].sx/msubt
msuby=projectiles[id].sy/msubt
for i=1,msubt,1 do
projectiles[id].x=projectiles[id].x+msubx
projectiles[id].y=projectiles[id].y+msuby
-- Collision
if collision(cc.armageddon.gfx_pro,projectiles[id].x,projectiles[id].y)==1 then
-- Cause damage
arealdamage(projectiles[id].x,projectiles[id].y,155,45)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,60,1)
-- Crater
grey=math.random(0,40)
if math.random(0,1)==1 then
terrainalphaimage(gfx_crater175,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
else
terrainalphaimage(gfx_crater200,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
end
-- Free projectile
freeprojectile(id)
break
end
-- Water
if (projectiles[id].y)>getwatery()+5 then
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
particlesize(1.5,2.0)
playsound(cc.armageddon.sfx_waterimpact)
-- Free projectile
freeprojectile(id)
break
end
end
end
end