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CC Original
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Parasite.lua
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2010-09-22
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231 lines
--------------------------------------------------------------------------------
-- Weapon Parasite + Projectile Parasite
-- Original Carnage Contest Weapon
-- Script by DC, September 2010, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.parasite={}
cc.parasite.parasite={}
-- Load & Prepare Ressources
cc.parasite.gfx_wpn0=loadgfx("weapons/parasite0.bmp") -- Weapon Image Frame 0
setmidhandle(cc.parasite.gfx_wpn0)
cc.parasite.gfx_wpn1=loadgfx("weapons/parasite1.bmp") -- Weapon Image Frame 1
setmidhandle(cc.parasite.gfx_wpn1)
cc.parasite.sfx_step=loadsfx("parasite.ogg") -- Sound
--------------------------------------------------------------------------------
-- Weapon: Parasite
--------------------------------------------------------------------------------
cc.parasite.id=addweapon("cc.parasite","Parasite",cc.parasite.gfx_wpn0,0,3) -- Add Weapon (0 uses, first in round 3)
function cc.parasite.draw() -- Draw
-- Draw
if weapon_shots<=0 then
-- Info
hudinfo("Hit [Space] once to launch the parasite!")
if getplayeraction(0)==0 then
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(getplayerdirection(0),1)
setrotation(-(20+math.sin(os.clock()*30)*15)*getplayerdirection(0))
drawimage(cc.parasite.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-1)
end
end
end
function cc.parasite.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.parasite.parasite.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)
if collision(col3x3,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
projectiles[id].infection=0
-- Timer
weapon_timer=50
-- Sound
--playsound(cc.parasite.sfx_attack)
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Parasite
--------------------------------------------------------------------------------
cc.parasite.parasite.id=addprojectile("cc.parasite.parasite") -- Add Projectile
function cc.parasite.parasite.draw(id) -- Draw
if projectiles[id].infection==0 then
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(1,1)
-- 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
if projectiles[id].frame==0 then
drawimage(cc.parasite.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
else
drawimage(cc.parasite.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 the parasite!")
end
end
function cc.parasite.parasite.update(id) -- Update
if projectiles[id].infection==0 then
-- Save old position (for rotation calculation)
if getframesleft()%15==0 then
projectiles[id].px=projectiles[id].x
projectiles[id].py=projectiles[id].y
playsound(cc.parasite.sfx_step)
end
-- Timer
weapon_timer=weapon_timer-1
-- Animation
projectiles[id].timer=projectiles[id].timer+1
if projectiles[id].timer>14 then
projectiles[id].timer=0
projectiles[id].frame=1-projectiles[id].frame
end
-- Move Left/Right
projectiles[id].x=projectiles[id].x+projectiles[id].dir*0.5
if collision(col3x3,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
-- Infect
collision(col10x10,projectiles[id].x,projectiles[id].y,0,1,0)
if playercollision()~=0 and playercollision()~=projectiles[id].ignore then
projectiles[id].infection=playercollision()
weapon_timer=0
playsound(sfx_splatter3)
playerstate(projectiles[id].infection,state_confused,1)
-- End Turn
endturn()
end
-- Upwards/Downwards space?
doturn=1
for i=1,14,1 do
if (i%2)==1 then offset=(i+1)/2 else offset=-(i/2) end
if collision(col3x3,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
projectiles[id].dir=projectiles[id].dir*(-1)
projectiles[id].px=projectiles[id].x
projectiles[id].py=projectiles[id].y
end
end
else
projectiles[id].ignore=0
end
if projectiles[id].infection==0 then
-- Fall Down
projectiles[id].sy=projectiles[id].sy+getgravity()*2
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(col3x3,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() then
playsound(sfx_waterstep)
-- 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)
-- Dirt
terrainalphaimage(gfx_blood50,projectiles[id].x,projectiles[id].y,0.8,255,255,0)
particle(p_smoke,projectiles[id].x,projectiles[id].y)
particlealpha(1.0)
particlecolor(255,255,0)
particlesize(10,10)
particlefadealpha(0.01)
for i=1,5,1 do
particle(p_blood,projectiles[id].x,projectiles[id].y)
particlecolor(255,255,0)
end
-- Free projectile
freeprojectile(id)
-- End Turn
endturn()
end
end
end
-- Infection
if projectiles[id].infection>0 then
weapon_timer=weapon_timer+1
if weapon_timer>(50*3) then
-- Kill Infected
playerdamage(projectiles[id].infection,10000)
playsound(sfx_splatter2)
-- Free projectile
freeprojectile(id)
end
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end