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- --------------------------------------------------------------------------------
- -- Weapon Mine + Projectile Mine
- -- Original Carnage Contest Weapon
- -- Script by DC, March 2010, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.mine={}
- cc.mine.mine={}
-
- -- Load & Prepare Ressources
- cc.mine.gfx_wpn=loadgfx("weapons/mine.bmp") -- Weapon Image
- setmidhandle(cc.mine.gfx_wpn)
- cc.mine.sfx_attack=loadsfx("throw.ogg") -- Attack Sound
- cc.mine.sfx_bounce=loadsfx("bounce.wav") -- Bounce Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: mine
- --------------------------------------------------------------------------------
-
- cc.mine.id=addweapon("cc.mine","Mine",cc.mine.gfx_wpn,1) -- Add Weapon (1 use)
-
- function cc.mine.draw() -- Draw
- if getplayeraction(0)==0 and weapon_shots<=0 then
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- setrotation(0)
- drawimage(cc.mine.gfx_wpn,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)+2)
- end
- end
-
- function cc.mine.attack(attack) -- Attack
- if (weapon_shots<=0) then
- if attack==1 then
- -- No more weapon switching!
- useweapon(0)
- playsound(cc.mine.sfx_attack)
- weapon_shots=weapon_shots+1
- id=createprojectile(cc.mine.mine.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)*7
- projectiles[id].y=getplayery(0)+2
- -- Set speed of projectile
- projectiles[id].sx=getplayerdirection(0)*0.5
- projectiles[id].sy=-1
- -- End Turn
- endturn()
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: mine
- --------------------------------------------------------------------------------
-
- cc.mine.mine.id=addprojectile("cc.mine.mine") -- Add Projectile
-
- function cc.mine.mine.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- setrotation(0)
- -- Draw projectile
- drawimage(cc.mine.gfx_wpn,projectiles[id].x,projectiles[id].y)
- -- Draw Arrow if out of Screen
- outofscreenarrow(projectiles[id].x,projectiles[id].y)
- end
-
- function cc.mine.mine.update(id) -- Update
- -- Gravity influence on speed + decrease x speed
- projectiles[id].sx=projectiles[id].sx*0.95
- 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))/3)
- 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.mine.gfx_wpn,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.mine.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.mine.gfx_wpn,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.mine.sfx_bounce) end
- projectiles[id].y=projectiles[id].y-msuby
- projectiles[id].sy=-projectiles[id].sy*0.3
- msuby=-msuby*0.3
- -- Remove / Exchange with real mine
- if (math.abs(projectiles[id].sy)<0.3) then
- createobject(o_mine,projectiles[id].x,projectiles[id].y)
- freeprojectile(id)
- end
- 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
- -- Scroll to projectile
- scroll(projectiles[id].x,projectiles[id].y)
- end
-