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Text File  |  2010-09-28  |  6KB  |  160 lines

  1. --------------------------------------------------------------------------------
  2. -- Weapon Dynamite + Projectile Dynamite
  3. -- Original Carnage Contest Weapon
  4. -- Script by DC, August 2009, www.UnrealSoftware.de
  5. --------------------------------------------------------------------------------
  6.  
  7. -- Setup Tables
  8. if cc==nil then cc={} end
  9. cc.dynamite={}
  10. cc.dynamite.dynamite={}
  11.  
  12. -- Load & Prepare Ressources
  13. cc.dynamite.gfx_wpn=loadgfx("weapons/dynamite.bmp")                    -- Weapon Image
  14. setmidhandle(cc.dynamite.gfx_wpn)
  15. cc.dynamite.sfx_attack=loadsfx("throw.ogg")                            -- Attack Sound
  16. cc.dynamite.sfx_bounce=loadsfx("bounce.wav")                        -- Bounce Sound
  17. cc.dynamite.sfx_fuse=loadsfx("fuse.wav")                            -- Fuse Sound
  18.  
  19. --------------------------------------------------------------------------------
  20. -- Weapon: dynamite
  21. --------------------------------------------------------------------------------
  22.  
  23. cc.dynamite.id=addweapon("cc.dynamite","Dynamite",cc.dynamite.gfx_wpn,1)    -- Add Weapon (1 use)
  24.  
  25. function cc.dynamite.draw()                                                    -- Draw
  26.     if getplayeraction(0)==0 and weapon_shots<=0 then
  27.         setblend(blend_alpha)
  28.         setalpha(1)
  29.         setcolor(255,255,255)
  30.         setscale(1,1)
  31.         setrotation(0)
  32.         drawimage(cc.dynamite.gfx_wpn,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)+2)
  33.     end
  34. end
  35.  
  36. function cc.dynamite.attack(attack)                                            -- Attack
  37.     if (weapon_shots<=0) then
  38.         if attack==1 then
  39.             -- No more weapon switching!
  40.             useweapon(0)
  41.             playsound(cc.dynamite.sfx_attack)
  42.             weapon_shots=weapon_shots+1
  43.             id=createprojectile(cc.dynamite.dynamite.id)
  44.             projectiles[id]={}
  45.             -- Ignore collision with current player at beginning
  46.             projectiles[id].ignore=playercurrent()
  47.             -- Set initial position of projectile
  48.             projectiles[id].x=getplayerx(0)+getplayerdirection(0)*7
  49.             projectiles[id].y=getplayery(0)+2
  50.             -- Set speed of projectile
  51.             projectiles[id].sx=getplayerdirection(0)*1.2 --getplayerdirection(0)*2
  52.             projectiles[id].sy=-1
  53.             -- Set timer
  54.             projectiles[id].timer=3*50
  55.             -- End Turn
  56.             endturn()
  57.         end
  58.     end
  59. end
  60.  
  61. --------------------------------------------------------------------------------
  62. -- Projectile: dynamite
  63. --------------------------------------------------------------------------------
  64.  
  65. cc.dynamite.dynamite.id=addprojectile("cc.dynamite.dynamite")    -- Add Projectile
  66.  
  67. function cc.dynamite.dynamite.draw(id)                            -- Draw
  68.     -- Setup draw mode
  69.     setblend(blend_alpha)
  70.     setalpha(1)
  71.     setcolor(255,255,255)
  72.     setscale(1,1)
  73.     setrotation(0)
  74.     -- Fuse Sound
  75.     if channelplaying(0)==0 then playsound(cc.dynamite.sfx_fuse,0) end
  76.     -- Draw projectile
  77.     drawimage(cc.dynamite.gfx_wpn,projectiles[id].x,projectiles[id].y)
  78.     -- Draw Arrow if out of Screen
  79.     outofscreenarrow(projectiles[id].x,projectiles[id].y)
  80. end
  81.  
  82. function cc.dynamite.dynamite.update(id)                    -- Update
  83.     -- Fire Particle
  84.     local f=getframe()
  85.     if f%4==0 then
  86.         particle(p_smoke,projectiles[id].x,projectiles[id].y-5)
  87.         particlespeed(math.random(-2,2)*0.1,math.random(-6,-3)*0.1)
  88.         particlefadealpha(0.01)
  89.         particle(p_spark,projectiles[id].x,projectiles[id].y-5)
  90.     end
  91.     if f%6==0 then
  92.         particle(p_lightpuff,projectiles[id].x,projectiles[id].y-5)
  93.         particlespeed(math.random(-2,2)*0.1,math.random(-5,-2)*0.1)
  94.         particlefadealpha(0.04)
  95.     end
  96.     -- Gravity influence on speed + decrease x speed
  97.     projectiles[id].sx=projectiles[id].sx*0.95
  98.     projectiles[id].sy=projectiles[id].sy+getgravity()
  99.     -- Move (in substep loop for optimal collision precision)
  100.     msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/3)
  101.     msubx=projectiles[id].sx/msubt
  102.     msuby=projectiles[id].sy/msubt
  103.     for i=1,msubt,1 do
  104.         -- Move X
  105.         projectiles[id].x=projectiles[id].x+msubx
  106.         if collision(cc.dynamite.gfx_wpn,projectiles[id].x,projectiles[id].y)==1 then
  107.             if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
  108.                 if (math.abs(projectiles[id].sx)>0.5) then playsound(cc.dynamite.sfx_bounce) end
  109.                 projectiles[id].x=projectiles[id].x-msubx
  110.                 projectiles[id].sx=-projectiles[id].sx*0.05
  111.                 msubx=-msubx*0.05
  112.             end
  113.         else
  114.             projectiles[id].ignore=0
  115.         end
  116.         -- Move Y
  117.         projectiles[id].y=projectiles[id].y+msuby
  118.         if collision(cc.dynamite.gfx_wpn,projectiles[id].x,projectiles[id].y)==1 then
  119.             if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
  120.                 if (math.abs(projectiles[id].sy)>0.5) then playsound(cc.dynamite.sfx_bounce) end
  121.                 projectiles[id].y=projectiles[id].y-msuby
  122.                 projectiles[id].sy=-projectiles[id].sy*0.3
  123.                 msuby=-msuby*0.3
  124.             end
  125.         else
  126.             projectiles[id].ignore=0
  127.         end        
  128.         -- Water
  129.         if (projectiles[id].y)>getwatery()+5 then
  130.             -- Effects
  131.             particle(p_waterhit,projectiles[id].x,projectiles[id].y)
  132.             playsound(sfx_hitwater1)
  133.             stopchannel(0)
  134.             -- Free projectile
  135.             freeprojectile(id)
  136.             break
  137.         end
  138.     end
  139.     -- Timer -> Explode
  140.     projectiles[id].timer=projectiles[id].timer-1
  141.     if projectiles[id].timer<=0 then
  142.         -- Cause damage
  143.         arealdamage(projectiles[id].x,projectiles[id].y,125,65)
  144.         -- Destroy terrain
  145.         terrainexplosion(projectiles[id].x,projectiles[id].y,55,1)
  146.         -- Crater
  147.         grey=math.random(0,40)
  148.         if math.random(0,1)==1 then
  149.             terrainalphaimage(gfx_crater150,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
  150.         else
  151.             terrainalphaimage(gfx_crater175,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
  152.         end
  153.         stopchannel(0)
  154.         -- Free projectile
  155.         freeprojectile(id)
  156.     end
  157.     -- Scroll to projectile
  158.     scroll(projectiles[id].x,projectiles[id].y)
  159. end
  160.