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Carnage_Contest
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CC Original
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weapons
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Rat.lua
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2010-09-22
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7KB
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204 lines
--------------------------------------------------------------------------------
-- Weapon Rat + Projectile Rat
-- Original Carnage Contest Weapon
-- Script by DC, March 2010, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.rat={}
cc.rat.rat={}
-- Load & Prepare Ressources
cc.rat.gfx_wpn0=loadgfx("weapons/rat0.bmp") -- Weapon Image Frame 0
setmidhandle(cc.rat.gfx_wpn0)
cc.rat.gfx_wpn1=loadgfx("weapons/rat1.bmp") -- Weapon Image Frame 1
setmidhandle(cc.rat.gfx_wpn1)
cc.rat.sfx_attack=loadsfx("rat.ogg") -- Attack Sound
cc.rat.sfx_step=loadsfx("ratstep.ogg") -- Step Sound
--------------------------------------------------------------------------------
-- Weapon: Rat
--------------------------------------------------------------------------------
cc.rat.id=addweapon("cc.rat","Rat Attack",cc.rat.gfx_wpn0,1,2) -- Add Weapon (1 use, first in round 2)
function cc.rat.draw() -- Draw
-- Draw
if weapon_shots<=0 then
-- Info
hudinfo("Hit [Space] once to launch the rat!")
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.rat.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-1)
end
end
end
function cc.rat.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.rat.rat.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(col5x5,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
-- Timer
weapon_timer=50
-- Sound
playsound(cc.rat.sfx_attack)
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Rat
--------------------------------------------------------------------------------
cc.rat.rat.id=addprojectile("cc.rat.rat") -- Add Projectile
function cc.rat.rat.draw(id) -- Draw
-- 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.rat.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
else
drawimage(cc.rat.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 rat!")
end
function cc.rat.rat.update(id) -- Update
-- Save old position (for rotation calculation)
if getframesleft()%15==0 then
projectiles[id].px=projectiles[id].x
projectiles[id].py=projectiles[id].y
end
-- Timer
weapon_timer=weapon_timer-1
-- Animation
projectiles[id].timer=projectiles[id].timer+1
if projectiles[id].timer>7 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
if collision(col5x5,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=1,14,1 do
if (i%2)==1 then offset=(i+1)/2 else offset=-(i/2) end
if collision(col5x5,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
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
-- 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(col5x5,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
if projectiles[id].timer==0 or projectiles[id].sy>0.5 then
playsound(cc.rat.sfx_step)
end
projectiles[id].sy=0
projectiles[id].y=projectiles[id].y-msuby
break
end
else
projectiles[id].ignore=0
end
-- Water (Swim)
if (projectiles[id].y)>getwatery()-40 then
projectiles[id].sy=0
projectiles[id].y=getwatery()-40
if (getframesleft()%20)==0 then
playsound(sfx_waterstep)
end
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,90,50)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,35,1)
-- Crater
grey=math.random(0,40)
if math.random(0,1)==1 then
terrainalphaimage(gfx_crater100,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
else
terrainalphaimage(gfx_crater125,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