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Chip 2011 November
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Carnage_Contest
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CC Original
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weapons
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Hitler.lua
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2010-09-22
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7KB
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200 lines
--------------------------------------------------------------------------------
-- Weapon Hitler + Projectile Hitler
-- Original Carnage Contest Weapon
-- Script by DC, March 2010, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.hitler={}
cc.hitler.hitler={}
-- Load & Prepare Ressources
cc.hitler.gfx_wpn0=loadgfx("weapons/hitler0.bmp") -- Weapon Image Frame 0
setmidhandle(cc.hitler.gfx_wpn0)
cc.hitler.gfx_wpn1=loadgfx("weapons/hitler1.bmp") -- Weapon Image Frame 1
setmidhandle(cc.hitler.gfx_wpn1)
cc.hitler.sfx_attack=loadsfx("hitler.ogg") -- Attack Sound
--------------------------------------------------------------------------------
-- Weapon: Hitler
--------------------------------------------------------------------------------
cc.hitler.id=addweapon("cc.hitler","Hitler",cc.hitler.gfx_wpn0,0,2) -- Add Weapon (0 uses, first in round 2)
function cc.hitler.draw() -- Draw
-- Draw
if weapon_shots<=0 then
-- Info
hudinfo("Hit [Space] once to launch Hitler!")
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.hitler.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-5)
end
end
end
function cc.hitler.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.hitler.hitler.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(colplayer,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
-- 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
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Hitler
--------------------------------------------------------------------------------
cc.hitler.hitler.id=addprojectile("cc.hitler.hitler") -- Add Projectile
function cc.hitler.hitler.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(projectiles[id].dir,1)
-- Draw projectile
if projectiles[id].frame==0 then
drawimage(cc.hitler.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
else
drawimage(cc.hitler.gfx_wpn1,projectiles[id].x,projectiles[id].y-2)
end
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
-- Info
hudinfo("Hit [Space] again to detonate Hitler!")
end
function cc.hitler.hitler.update(id) -- Update
-- Timer
weapon_timer=weapon_timer-1
-- Animation
projectiles[id].timer=projectiles[id].timer+1
if projectiles[id].timer>19 then
projectiles[id].timer=0
projectiles[id].frame=1-projectiles[id].frame
if projectiles[id].frame==1 then
-- Yell "Heil!"
playsound(cc.hitler.sfx_attack)
-- Punch Players
if collision(col20x20,projectiles[id].x+projectiles[id].dir*11,projectiles[id].y-5,0,1,0)==1 then
if playercollision()~=0 and playercollision()~=projectiles[id].ignore then
playerpush(playercollision(),projectiles[id].dir*3,-10)
playerdamage(playercollision(),10)
playsound(sfx_splatter1)
particle(p_ring,getplayerx(playercollision()),getplayery(playercollision()))
particlecolor(255,0,0)
blood(getplayerx(playercollision()),getplayery(playercollision()))
end
end
end
end
-- Move Left/Right
projectiles[id].x=projectiles[id].x+projectiles[id].dir*0.5
if collision(colplayer,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
-- Upwards/Downwards space?
doturn=1
for i=1,6,1 do
if (i%2)==1 then offset=(i+1)/2 else offset=-(i/2) end
if collision(colplayer,projectiles[id].x,projectiles[id].y+offset)==0 then
doturn=0; projectiles[id].ignore=0 projectiles[id].y=projectiles[id].y+offset; break
elseif terraincollision()==0 and objectcollision()==0 and playercollision()==projectiles[id].ignore then
doturn=0; projectiles[id].y=projectiles[id].y+offset; break
end
end
if doturn==1 then
-- Move Back / Turn
projectiles[id].x=projectiles[id].x-projectiles[id].dir*0.5
if terraincollision()==1 or objectcollision()>0 then projectiles[id].dir=projectiles[id].dir*(-1) end
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(colplayer,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
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater3)
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
return
end
end
-- Timer / Explode
if getframesleft()<5 or (weapon_timer<=0 and keydown(key_attack)==1) then
-- Splatter
playsound(sfx_splatter2)
-- Cause damage
arealdamage(projectiles[id].x,projectiles[id].y,125,65)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,55,1)
-- Crater
grey=math.random(0,40)
if math.random(0,1)==1 then
terrainalphaimage(gfx_crater150,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
else
terrainalphaimage(gfx_crater175,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
end
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end