home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Chip 2011 November
/
CHIP_2011_11.iso
/
Programy
/
Inne
/
Gry
/
Carnage_Contest
/
scripts
/
CC Original
/
weapons
/
Arrow Rain.lua
< prev
next >
Wrap
Text File
|
2010-08-31
|
5KB
|
138 lines
--------------------------------------------------------------------------------
-- Weapon Arrow Rain + Projectile Arrow
-- Original Carnage Contest Weapon
-- Script by DC, August 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.arrowrain={}
cc.arrowrain.arrow={}
-- Load & Prepare Ressources
cc.arrowrain.gfx_wpn=loadgfx("weapons/arrowrain.png") -- Weapon Image
setmidhandle(cc.arrowrain.gfx_wpn)
cc.arrowrain.gfx_pro=loadgfx("weapons/arrow.bmp") -- Projectile Image
setmidhandle(cc.arrowrain.gfx_pro)
cc.arrowrain.sfx_attack=loadsfx("arrow_shoot.ogg") -- Attack Sound
cc.arrowrain.sfx_impact=loadsfx("arrow_impact.ogg") -- Impact Sound
--------------------------------------------------------------------------------
-- Weapon: Arrow Rain
--------------------------------------------------------------------------------
cc.arrowrain.id=addweapon("cc.arrowrain","Arrow Rain",cc.arrowrain.gfx_wpn,0,3) -- Add Weapon (0 uses, first in round 3)
function cc.arrowrain.draw() -- Draw
-- Fade Dark
if weapon_shots>0 and weapon_timer<0.4 then
weapon_timer=weapon_timer+0.01
end
end
function cc.arrowrain.attack(attack) -- Attack
if (weapon_shots<=0) and (attack==1) then
-- No more weapon switching!
useweapon(0)
weapon_shots=weapon_shots+1
-- Random Seed
math.randomseed(getplayerx(0)*374+getplayery(0)*56+getframe()*123+getround()*98)
-- Spawn Arrows (amount depending on map size)
limit=math.ceil(getmapwidth()/4)
if limit>500 then
limit=500
end
for i=1,limit,1 do
pid=createprojectile(cc.arrowrain.arrow.id)
projectiles[pid]={}
projectiles[pid].x=math.random(0,getmapwidth())
projectiles[pid].y=-math.random(500,650)
projectiles[pid].sx=math.random(-40,40)*0.1
projectiles[pid].sy=math.random(150,200)*0.1
projectiles[pid].timer=i*math.random(2,3)
end
-- End Turn
endturn()
end
end
--------------------------------------------------------------------------------
-- Projectile: Arrow
--------------------------------------------------------------------------------
cc.arrowrain.arrow.id=addprojectile("cc.arrowrain.arrow") -- Add Projectile
function cc.arrowrain.arrow.draw(id) -- Draw
setbgcolor(0,0,0,weapon_timer,0.01)
if projectiles[id].timer<=0 then
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(1,1)
-- Calculate projectile rotation
setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
-- Draw projectile
drawimage(cc.arrowrain.gfx_pro,projectiles[id].x,projectiles[id].y)
end
end
function cc.arrowrain.arrow.update(id) -- Update
-- Timer
if projectiles[id].timer>0 then
-- Count Down before arrow appears
projectiles[id].timer=projectiles[id].timer-1
if projectiles[id].timer==0 then
playsound(cc.arrowrain.sfx_attack)
end
else
rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
-- Wind + Gravity influence on speed
projectiles[id].sx=projectiles[id].sx+getwind()*0.1
projectiles[id].sy=projectiles[id].sy+getgravity()*1.5
-- Move (in substep loop for optimal collision precision)
msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/3)
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(col3x3,projectiles[id].x+math.sin(math.rad(rot))*8,projectiles[id].y-math.cos(math.rad(rot))*8)==1 then
if playercollision()~=0 then
-- Cause Player damage
playerpush(playercollision(),projectiles[id].sx/10.0,projectiles[id].sy/10.0)
playerdamage(playercollision(),15)
blood(projectiles[id].x+math.sin(math.rad(rot))*8,projectiles[id].y-math.cos(math.rad(rot))*8)
playsound(sfx_splatter3)
elseif objectcollision()~=0 then
-- Cause Object damage
objectdamage(objectcollision(),15)
else
-- Draw Arrow in terrain
terrainimage(cc.arrowrain.gfx_pro,projectiles[id].x,projectiles[id].y,0,rot)
end
-- Effects
playsound(cc.arrowrain.sfx_impact)
particle(p_smoke,projectiles[id].x+math.sin(math.rad(rot))*8,projectiles[id].y-math.cos(math.rad(rot))*8)
particlefadealpha(0.006)
-- Free projectile
freeprojectile(id)
return 1
end
-- Water
if (projectiles[id].y)>getwatery()+5 then
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
if math.random(1,2)==1 then
playsound(sfx_hitwater2)
else
playsound(sfx_hitwater3)
end
-- Free projectile
freeprojectile(id)
return 1
end
end
end
end