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CC Original
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Baby Buggy.lua
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2010-09-22
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6KB
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185 lines
--------------------------------------------------------------------------------
-- Weapon Baby Buggy + Projectile Baby Buggy
-- Original Carnage Contest Weapon
-- Script by DC, September 2010, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.babybuggy={}
cc.babybuggy.babybuggy={}
-- Load & Prepare Ressources
cc.babybuggy.gfx_wpn=loadgfx("weapons/babybuggy.bmp") -- Weapon Image
setmidhandle(cc.babybuggy.gfx_wpn)
cc.babybuggy.gfx_wpnc=loadgfx("weapons/babybuggyc.bmp") -- Weapon Collision Image
setmidhandle(cc.babybuggy.gfx_wpnc)
cc.babybuggy.sfx_cry=loadsfx("babycry.ogg") -- Attack Sound
--------------------------------------------------------------------------------
-- Weapon: Baby Buggy
--------------------------------------------------------------------------------
cc.babybuggy.id=addweapon("cc.babybuggy","Baby Buggy",cc.babybuggy.gfx_wpn,0,2) -- Add Weapon (0 uses, first in round 2)
function cc.babybuggy.draw() -- Draw
-- Draw
if weapon_shots<=0 then
-- Info
hudinfo("Hit [Space] once to launch the baby buggy (launch it at a downward slope!)")
if getplayeraction(0)==0 then
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(getplayerdirection(0),1)
setrotation(-(20+math.sin(os.clock()*15)*5)*getplayerdirection(0))
drawimage(cc.babybuggy.gfx_wpn,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-5)
end
end
end
function cc.babybuggy.attack(attack) -- Attack
if (weapon_shots<=0) then
-- Fire a projectile (on release/full charge)
if (attack==1) then
-- No more weapon switching!
useweapon(0)
-- No more player control!
playercontrol(0)
-- Set Round Time (15 sec)
secondsleft=math.floor(getframesleft()/50)
changeturntime(15-secondsleft)
-- Launch
weapon_shots=weapon_shots+1
id=createprojectile(cc.babybuggy.babybuggy.id)
projectiles[id]={}
-- Ignore collision with current player at beginning
projectiles[id].ignore=playercurrent()
-- Set initial position of projectile
projectiles[id].x=getplayerx(0)+getplayerdirection(0)*8
projectiles[id].y=getplayery(0)-3
if collision(cc.babybuggy.gfx_wpnc,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
projectiles[id].x=getplayerx(0)
end
end
projectiles[id].px=projectiles[id].x
projectiles[id].py=projectiles[id].y
-- Set Speeds
projectiles[id].sy=0
-- Set direction of projectile
projectiles[id].dir=getplayerdirection(0)
-- Animation
projectiles[id].frame=0
projectiles[id].timer=0
-- Timer
weapon_timer=50
-- Cry
playsound(cc.babybuggy.sfx_cry)
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Baby Buggy
--------------------------------------------------------------------------------
cc.babybuggy.babybuggy.id=addprojectile("cc.babybuggy.babybuggy") -- Add Projectile
function cc.babybuggy.babybuggy.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(projectiles[id].dir,1)
-- Calculate projectile rotation
if projectiles[id].dir==1 then
setrotation(math.deg(math.atan2(projectiles[id].x-projectiles[id].px,-(projectiles[id].y-projectiles[id].py)))+270)
else
setscale(1,-1)
setrotation(math.deg(math.atan2(projectiles[id].x-projectiles[id].px,-(projectiles[id].y-projectiles[id].py)))-90)
end
-- Draw projectile
drawimage(cc.babybuggy.gfx_wpn,projectiles[id].x,projectiles[id].y)
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
end
function cc.babybuggy.babybuggy.update(id) -- Update
-- Save old position (for rotation calculation)
if getframe()%5==0 then
projectiles[id].px=projectiles[id].x
projectiles[id].py=projectiles[id].y
end
-- Timer
weapon_timer=weapon_timer-1
-- Move Left/Right
local explode=0
projectiles[id].x=projectiles[id].x+projectiles[id].dir*2.5
if collision(cc.babybuggy.gfx_wpnc,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
-- Upwards/Downwards space?
local doturn=1
for i=1,3,1 do
if collision(cc.babybuggy.gfx_wpn,projectiles[id].x,projectiles[id].y+i)==0 then
doturn=0; projectiles[id].ignore=0 projectiles[id].y=projectiles[id].y+i; break
elseif terraincollision()==0 and objectcollision()==0 and playercollision()==projectiles[id].ignore then
doturn=0; projectiles[id].y=projectiles[id].y+i; break
end
end
if doturn==1 then
explode=1
end
end
else
projectiles[id].ignore=0
end
-- Fall Down
projectiles[id].sy=projectiles[id].sy+getgravity()
msubt=math.ceil(math.abs(projectiles[id].sy)/3)
msuby=projectiles[id].sy/msubt
for i=1,msubt,1 do
projectiles[id].y=projectiles[id].y+msuby
-- Collision
if collision(cc.babybuggy.gfx_wpnc,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
projectiles[id].sy=0
projectiles[id].y=projectiles[id].y-msuby
break
end
else
projectiles[id].ignore=0
end
-- Water
if (projectiles[id].y)>getwatery()-30 then
stopchannel(0)
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater4)
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
return
end
end
-- Timer / Explode
if getframesleft()<5 or explode==1 then
stopchannel(0)
-- Splatter
playsound(sfx_splatter1)
-- Cause damage
arealdamage(projectiles[id].x,projectiles[id].y,175,75)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,90,1)
-- Crater
grey=math.random(0,40)
terrainalphaimage(gfx_crater200,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end