home *** CD-ROM | disk | FTP | other *** search
- --------------------------------------------------------------------------------
- -- Weapon Anvil + Projectile Anvil
- -- Original Carnage Contest Weapon
- -- Script by DC, August 2009, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.anvil={}
- cc.anvil.anvil={}
-
- -- Load & Prepare Ressources
- cc.anvil.gfx_wpn=loadgfx("weapons/rc.bmp") -- Weapon Image
- setmidhandle(cc.anvil.gfx_wpn)
- cc.anvil.gfx_pro=loadgfx("weapons/anvil.bmp") -- Projectile Image
- setmidhandle(cc.anvil.gfx_pro)
- cc.anvil.sfx_hit=loadsfx("buildmetal.ogg")
-
- --------------------------------------------------------------------------------
- -- Weapon: anvil
- --------------------------------------------------------------------------------
-
- cc.anvil.id=addweapon("cc.anvil","Anvil",cc.anvil.gfx_pro,0,3) -- Add Weapon (0 uses, first in round 3)
-
- function cc.anvil.draw() -- Draw
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- drawinhand(cc.anvil.gfx_wpn,7,0)
- -- HUD Positioning
- if weapon_shots==0 then
- hudpositioning(pos_invisible)
- end
- end
-
- function cc.anvil.attack(attack) -- Attack
- if (weapon_shots<=0) and (weapon_position==1) then
- -- No more weapon switching!
- useweapon(0)
- --playsound(cc.anvil.sfx_attack)
- weapon_shots=weapon_shots+1
- -- Attack
- pid=createprojectile(cc.anvil.anvil.id)
- projectiles[pid]={}
- projectiles[pid].x=weapon_x
- projectiles[pid].y=-500
- projectiles[pid].sx=0
- projectiles[pid].sy=3.0
- -- End Turn
- endturn()
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: anvil
- --------------------------------------------------------------------------------
-
- cc.anvil.anvil.id=addprojectile("cc.anvil.anvil") -- Add Projectile
-
- function cc.anvil.anvil.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- setrotation(0)
- -- Draw projectile
- drawimage(cc.anvil.gfx_pro,projectiles[id].x,projectiles[id].y)
- end
-
- function cc.anvil.anvil.update(id) -- Update
- -- Particle Tail
- particle(p_smoke,projectiles[id].x,projectiles[id].y)
- particlespeed(math.random(-2,2)*0.1,math.random(-2,2)*0.1)
- particlefadealpha(0.05)
- -- 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))/2)
- 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(cc.anvil.gfx_pro,projectiles[id].x,projectiles[id].y)==1 then
- if playercollision()~=0 then
- playerdamage(playercollision(),10000)
- playsound(sfx_splatter2)
- else
- if objectcollision()~=0 then
- objectdamage(objectcollision(),10000)
- end
- -- Destroy terrain
- terrainexplosion(projectiles[id].x,projectiles[id].y,25,1)
- playsound(cc.anvil.sfx_hit)
- -- Particles
- for j=1,30,1 do
- particle(p_smoke,projectiles[id].x,projectiles[id].y)
- particlespeed(math.random(-10,10)*0.1,math.random(-10,10)*0.1)
- particlefadealpha(0.01)
- end
- -- Free projectile
- freeprojectile(id)
- break
- end
- 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
- -- Scroll to projectile
- scroll(projectiles[id].x,projectiles[id].y)
- end