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- --------------------------------------------------------------------------------
- -- Weapon Pac-Man + Projectile Pac-Man
- -- Original Carnage Contest Weapon
- -- Script by DC, May 2010, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.pacman={}
- cc.pacman.pacman={}
-
- -- Load & Prepare Ressources
- cc.pacman.gfx_wpn0=loadgfx("weapons/pacman0.png") -- Weapon Image Frame 0
- setmidhandle(cc.pacman.gfx_wpn0)
- cc.pacman.gfx_wpn1=loadgfx("weapons/pacman1.png") -- Weapon Image Frame 1
- setmidhandle(cc.pacman.gfx_wpn1)
- cc.pacman.sfx_attack=loadsfx("pacman.ogg") -- Attack Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: Pac-Man
- --------------------------------------------------------------------------------
-
- cc.pacman.id=addweapon("cc.pacman","Pac-Man",cc.pacman.gfx_wpn0,0,3) -- Add Weapon (0 uses, first in round 3)
-
- function cc.pacman.draw() -- Draw
- -- Draw
- if weapon_shots<=0 then
- -- Info
- hudinfo("Hit [Space] once to launch Pac-Man!")
- if getplayeraction(0)==0 then
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(getplayerdirection(0),1)
- setrotation(-(20+math.sin(os.clock()*15)*5)*getplayerdirection(0))
- drawimage(cc.pacman.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-5)
- -- HUD Crosshair
- hudcrosshair(6,3)
- end
- end
- end
-
- function cc.pacman.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.pacman.pacman.id)
- projectiles[id]={}
- -- Set initial position of projectile
- projectiles[id].x=getplayerx(0)+getplayerdirection(0)*8
- projectiles[id].y=getplayery(0)-3
- -- Set direction of projectile
- projectiles[id].dir=getplayerdirection(0)
- -- Animation
- projectiles[id].frame=0
- projectiles[id].timer=0
- -- Timer
- weapon_timer=50
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: Pac-Man
- --------------------------------------------------------------------------------
-
- cc.pacman.pacman.id=addprojectile("cc.pacman.pacman") -- Add Projectile
-
- function cc.pacman.pacman.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- if projectiles[id].dir==-1 then
- setrotation(-180)
- elseif projectiles[id].dir==1 then
- setrotation(0)
- elseif projectiles[id].dir==-2 then
- setrotation(-90)
- elseif projectiles[id].dir==2 then
- setrotation(90)
- end
- -- Draw projectile
- if projectiles[id].frame==0 then
- drawimage(cc.pacman.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
- else
- drawimage(cc.pacman.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("Control Pac-Man with your arrow keys or W/A/S/D!")
- end
-
- function cc.pacman.pacman.update(id) -- Update
- -- Timer
- weapon_timer=weapon_timer-1
- projectiles[id].timer=projectiles[id].timer+1
- -- Animation
- if projectiles[id].timer>6 then
- projectiles[id].timer=0
- projectiles[id].frame=1-projectiles[id].frame
- -- Bite
- if projectiles[id].frame==0 then
- playsound(cc.pacman.sfx_attack,0)
- if collision(cc.pacman.gfx_wpn1,projectiles[id].x,projectiles[id].y,1,0,0)==1 then
- -- Eat Terrain
- terraincircle(projectiles[id].x,projectiles[id].y,17,0x00000000)
- end
- end
- end
- -- Control
- if keydown(key_left)==1 then projectiles[id].dir=-1 end
- if keydown(key_right)==1 then projectiles[id].dir=1 end
- if keydown(key_up)==1 then projectiles[id].dir=-2 end
- if keydown(key_down)==1 then projectiles[id].dir=2 end
- -- Move
- if projectiles[id].dir==-1 then
- projectiles[id].x=projectiles[id].x-1
- elseif projectiles[id].dir==1 then
- projectiles[id].x=projectiles[id].x+1
- elseif projectiles[id].dir==-2 then
- projectiles[id].y=projectiles[id].y-1
- elseif projectiles[id].dir==2 then
- projectiles[id].y=projectiles[id].y+1
- end
- -- Water
- if (projectiles[id].y)>getwatery()-20 then
- -- Effects
- particle(p_waterhit,projectiles[id].x,projectiles[id].y)
- playsound(sfx_hitwater3)
- -- Free projectile
- freeprojectile(id)
- -- End Turn
- endturn()
- return
- -- Timer / Explode
- elseif 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,60,30)
- -- Destroy terrain
- terrainexplosion(projectiles[id].x,projectiles[id].y,50,1)
- -- Crater
- grey=math.random(0,40)
- terrainalphaimage(gfx_crater100,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
- -- Free projectile
- freeprojectile(id)
- -- End Turn
- endturn()
- end
- -- Scroll to projectile
- scroll(projectiles[id].x,projectiles[id].y)
- end