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Mosquito.lua
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2010-08-31
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6KB
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181 lines
--------------------------------------------------------------------------------
-- Weapon Mosquito + Projectile Mosquito
-- Original Carnage Contest Weapon
-- Script by DC, December 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.mosquito={}
cc.mosquito.mosquito={}
-- Load & Prepare Ressources
cc.mosquito.gfx_wpn0=loadgfx("weapons/mosquito0.bmp") -- Weapon Image Frame 0
setmidhandle(cc.mosquito.gfx_wpn0)
cc.mosquito.gfx_wpn1=loadgfx("weapons/mosquito1.bmp") -- Weapon Image Frame 1
setmidhandle(cc.mosquito.gfx_wpn1)
cc.mosquito.sfx_attack=loadsfx("mosquito.ogg") -- Attack Sound
--------------------------------------------------------------------------------
-- Weapon: Mosquito
--------------------------------------------------------------------------------
cc.mosquito.id=addweapon("cc.mosquito","Mosquito",cc.mosquito.gfx_wpn0,0,2) -- Add Weapon (0 uses, first in round 2)
function cc.mosquito.draw() -- Draw
-- Animation
weapon_timer=weapon_timer+1
if weapon_timer>4 then
weapon_timer=0
weapon_mode=1-weapon_mode
end
-- Draw
if weapon_shots==0 then
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
if weapon_mode==0 then
drawinhand(cc.mosquito.gfx_wpn0,6,0)
else
drawinhand(cc.mosquito.gfx_wpn1,6,0)
end
-- HUD Crosshair
hudcrosshair(6,3)
end
end
function cc.mosquito.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)
-- Disable player control
playercontrol(0)
-- Make sure that there is enough round time
secondsleft=math.floor(getframesleft()/50)
changeturntime(30-secondsleft)
-- Launch
weapon_shots=weapon_shots+1
id=createprojectile(cc.mosquito.mosquito.id)
projectiles[id]={}
-- Ignore collision with current player at beginning
projectiles[id].ignore=playercurrent()
-- Set initial position of projectile
projectiles[id].x=getplayerx(0)+(6*getplayerdirection(0))+math.sin(math.rad(getplayerrotation(0)))*3.0
projectiles[id].y=getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*3.0
-- Set speed of projectile
projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*3.0
projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*3.0
-- Set timer
projectiles[id].timer=30*50
-- Effects
recoil(2)
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Mosquito
--------------------------------------------------------------------------------
cc.mosquito.mosquito.id=addprojectile("cc.mosquito.mosquito") -- Add Projectile
function cc.mosquito.mosquito.draw(id) -- Draw
-- 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
if weapon_mode==0 then
drawimage(cc.mosquito.gfx_wpn0,projectiles[id].x,projectiles[id].y)
else
drawimage(cc.mosquito.gfx_wpn1,projectiles[id].x,projectiles[id].y)
end
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
-- Sound
if channelplaying(0)==0 then playsound(cc.mosquito.sfx_attack,0) end
end
function cc.mosquito.mosquito.update(id) -- Update
-- Control by player
rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
if keydown(key_left)==1 then
rot=rot-5
elseif keydown(key_right)==1 then
rot=rot+5
end
projectiles[id].sx=math.sin(math.rad(rot))*3.0
projectiles[id].sy=-math.cos(math.rad(rot))*3.0
-- Wind influence on speed
projectiles[id].sx=projectiles[id].sx+getwind()*0.5
-- 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))*3,projectiles[id].y-math.cos(math.rad(rot))*3)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
projectiles[id].timer=0
if playercollision()>0 and playercollision()~=projectiles[id].ignore then
-- Intoxicate
playerstate(playercollision(),state_poisoned,1)
-- Damage
playerdamage(playercollision(),5)
end
break
end
else
projectiles[id].ignore=0
end
-- Water
if (projectiles[id].y)>getwatery()-30 then
-- Stop SFX Loop
stopchannel(0)
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater3)
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
break
end
end
-- Timer / Explode
projectiles[id].timer=projectiles[id].timer-1
if projectiles[id].timer<=0 then
-- Stop SFX Loop
stopchannel(0)
-- Splatter
playsound(sfx_splatter2)
-- Green Insect Stuff
if math.random(0,1)==1 then
terrainalphaimage(gfx_blood25,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,0,math.random(200,250),0)
else
terrainalphaimage(gfx_blood50,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,0,math.random(200,250),0)
end
particle(p_smoke,projectiles[id].x,projectiles[id].y)
particlealpha(1.0)
particlecolor(0,255,0)
particlesize(20,20)
particlefadealpha(0.009)
for i=1,5,1 do
particle(p_blood,projectiles[id].x,projectiles[id].y)
particlecolor(0,255,0)
end
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end