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CC Original
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Santa.lua
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Text File
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2010-08-31
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7KB
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197 lines
--------------------------------------------------------------------------------
-- Weapon Santa + Projectile Santa + Projectile Gift
-- Original Carnage Contest Weapon
-- Script by DC, September 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.santa={}
cc.santa.santa={}
cc.santa.gift={}
-- Load & Prepare Ressources
cc.santa.gfx_wpn=loadgfx("weapons/santa.bmp") -- Weapon Image
setmidhandle(cc.santa.gfx_wpn)
cc.santa.gfx_sleigh0=loadgfx("weapons/santa0.bmp") -- Sleigh Frame 1
setmidhandle(cc.santa.gfx_sleigh0)
cc.santa.gfx_sleigh1=loadgfx("weapons/santa1.bmp") -- Sleigh Frame 2
setmidhandle(cc.santa.gfx_sleigh1)
cc.santa.gfx_gift=loadgfx("weapons/gift.bmp") -- Gift
setmidhandle(cc.santa.gfx_gift)
cc.santa.sfx_hohoho=loadsfx("hohoho.ogg") -- HoHoHo Sound
cc.santa.sfx_throw=loadsfx("throw.ogg") -- Throw Sound
cc.santa.sfx_bounce=loadsfx("bounce.wav") -- Bounce Sound
--------------------------------------------------------------------------------
-- Weapon: Santa
--------------------------------------------------------------------------------
cc.santa.id=addweapon("cc.santa","Santa",cc.santa.gfx_wpn,0,2) -- Add Weapon (0 uses, first in round 2)
function cc.santa.draw() -- Draw
-- Do nothing
end
function cc.santa.attack(attack) -- Attack
if (weapon_shots<=0) then
if attack==1 then
-- No more weapon switching!
useweapon(0)
playsound(cc.santa.sfx_hohoho)
weapon_shots=weapon_shots+1
id=createprojectile(cc.santa.santa.id)
projectiles[id]={}
-- Set initial position of projectile
projectiles[id].x=-100
projectiles[id].y=-150
-- End Turn
endturn()
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Santa
--------------------------------------------------------------------------------
cc.santa.santa.id=addprojectile("cc.santa.santa") -- Add Projectile
function cc.santa.santa.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(1,1)
setrotation(0)
-- Draw projectile
weapon_timer=weapon_timer+1
if weapon_timer>=10 then
weapon_timer=0
weapon_mode=1-weapon_mode
end
if weapon_mode==0 then
drawimage(cc.santa.gfx_sleigh0,projectiles[id].x,projectiles[id].y)
else
drawimage(cc.santa.gfx_sleigh1,projectiles[id].x,projectiles[id].y)
end
end
function cc.santa.santa.update(id) -- Update
-- Particle Tail
particle(p_lightpuff,projectiles[id].x+50,projectiles[id].y+20)
particlespeed(math.random(-2,2)*0.1,math.random(-3,3)*0.1)
particlecolor(100,0,math.random(0,255))
particlefadealpha(0.01)
-- Move
projectiles[id].x=projectiles[id].x+5
-- In Drop Area?
if projectiles[id].x<=(getmapwidth()+100) then
-- Drop Stuff
if math.mod(projectiles[id].x,200)==0 then
-- Drop Gift
playsound(cc.santa.sfx_throw)
pid=createprojectile(cc.santa.gift.id)
projectiles[pid]={}
projectiles[pid].x=projectiles[id].x-30
projectiles[pid].y=projectiles[id].y
projectiles[pid].sx=0
projectiles[pid].sy=2
projectiles[pid].timer=5*50
elseif math.mod(projectiles[id].x,100)==0 then
-- Drop Supply
playsound(cc.santa.sfx_throw)
createobject(o_supply,projectiles[id].x-30,projectiles[id].y)
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
-- Free projectile
elseif projectiles[id].x>(getmapwidth()+500) then
-- Free projectile
freeprojectile(id)
end
end
--------------------------------------------------------------------------------
-- Projectile: Gift
--------------------------------------------------------------------------------
cc.santa.gift.id=addprojectile("cc.santa.gift") -- Add Projectile
function cc.santa.gift.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(1,1)
setrotation(0)
-- Draw projectile
drawimage(cc.santa.gfx_gift,projectiles[id].x,projectiles[id].y)
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
end
function cc.santa.gift.update(id) -- Update
-- Gravity influence on speed
projectiles[id].sy=projectiles[id].sy+getgravity()
-- Move (in substep loop for optimal collision precision)
msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/5)
msubx=projectiles[id].sx/msubt
msuby=projectiles[id].sy/msubt
for i=1,msubt,1 do
-- Move X
projectiles[id].x=projectiles[id].x+msubx
if collision(cc.santa.gfx_gift,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
if (math.abs(projectiles[id].sx)>0.5) then playsound(cc.santa.sfx_bounce) end
projectiles[id].x=projectiles[id].x-msubx
projectiles[id].sx=-projectiles[id].sx*0.05
msubx=-msubx*0.05
end
else
projectiles[id].ignore=0
end
-- Move Y
projectiles[id].y=projectiles[id].y+msuby
if collision(cc.santa.gfx_gift,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
if (math.abs(projectiles[id].sy)>0.5) then playsound(cc.santa.sfx_bounce) end
projectiles[id].y=projectiles[id].y-msuby
projectiles[id].sy=-projectiles[id].sy*0.3
msuby=-msuby*0.3
end
else
projectiles[id].ignore=0
end
-- Water
if (projectiles[id].y)>getwatery()+5 then
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater1)
-- Free projectile
freeprojectile(id)
break
end
end
-- Timer -> Explode
projectiles[id].timer=projectiles[id].timer-1
if projectiles[id].timer<=0 then
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
-- 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
stopchannel(0)
-- Free projectile
freeprojectile(id)
end
end