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CC Original
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Pac-Man.lua
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2010-08-31
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--------------------------------------------------------------------------------
-- Weapon Pac-Man + Projectile Pac-Man
-- Original Carnage Contest Weapon
-- Script by DC, May 2010, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.pacman={}
cc.pacman.pacman={}
-- Load & Prepare Ressources
cc.pacman.gfx_wpn0=loadgfx("weapons/pacman0.png") -- Weapon Image Frame 0
setmidhandle(cc.pacman.gfx_wpn0)
cc.pacman.gfx_wpn1=loadgfx("weapons/pacman1.png") -- Weapon Image Frame 1
setmidhandle(cc.pacman.gfx_wpn1)
cc.pacman.sfx_attack=loadsfx("pacman.ogg") -- Attack Sound
--------------------------------------------------------------------------------
-- Weapon: Pac-Man
--------------------------------------------------------------------------------
cc.pacman.id=addweapon("cc.pacman","Pac-Man",cc.pacman.gfx_wpn0,0,3) -- Add Weapon (0 uses, first in round 3)
function cc.pacman.draw() -- Draw
-- Draw
if weapon_shots<=0 then
-- Info
hudinfo("Hit [Space] once to launch Pac-Man!")
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.pacman.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-5)
-- HUD Crosshair
hudcrosshair(6,3)
end
end
end
function cc.pacman.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.pacman.pacman.id)
projectiles[id]={}
-- Set initial position of projectile
projectiles[id].x=getplayerx(0)+getplayerdirection(0)*8
projectiles[id].y=getplayery(0)-3
-- 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: Pac-Man
--------------------------------------------------------------------------------
cc.pacman.pacman.id=addprojectile("cc.pacman.pacman") -- Add Projectile
function cc.pacman.pacman.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(1,1)
if projectiles[id].dir==-1 then
setrotation(-180)
elseif projectiles[id].dir==1 then
setrotation(0)
elseif projectiles[id].dir==-2 then
setrotation(-90)
elseif projectiles[id].dir==2 then
setrotation(90)
end
-- Draw projectile
if projectiles[id].frame==0 then
drawimage(cc.pacman.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
else
drawimage(cc.pacman.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("Control Pac-Man with your arrow keys or W/A/S/D!")
end
function cc.pacman.pacman.update(id) -- Update
-- Timer
weapon_timer=weapon_timer-1
projectiles[id].timer=projectiles[id].timer+1
-- Animation
if projectiles[id].timer>6 then
projectiles[id].timer=0
projectiles[id].frame=1-projectiles[id].frame
-- Bite
if projectiles[id].frame==0 then
playsound(cc.pacman.sfx_attack,0)
if collision(cc.pacman.gfx_wpn1,projectiles[id].x,projectiles[id].y,1,0,0)==1 then
-- Eat Terrain
terraincircle(projectiles[id].x,projectiles[id].y,17,0x00000000)
end
end
end
-- Control
if keydown(key_left)==1 then projectiles[id].dir=-1 end
if keydown(key_right)==1 then projectiles[id].dir=1 end
if keydown(key_up)==1 then projectiles[id].dir=-2 end
if keydown(key_down)==1 then projectiles[id].dir=2 end
-- Move
if projectiles[id].dir==-1 then
projectiles[id].x=projectiles[id].x-1
elseif projectiles[id].dir==1 then
projectiles[id].x=projectiles[id].x+1
elseif projectiles[id].dir==-2 then
projectiles[id].y=projectiles[id].y-1
elseif projectiles[id].dir==2 then
projectiles[id].y=projectiles[id].y+1
end
-- Water
if (projectiles[id].y)>getwatery()-20 then
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater3)
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
return
-- Timer / Explode
elseif 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,60,30)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,50,1)
-- Crater
grey=math.random(0,40)
terrainalphaimage(gfx_crater100,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