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- --------------------------------------------------------------------------------
- -- Weapon Parasite + Projectile Parasite
- -- Original Carnage Contest Weapon
- -- Script by DC, September 2010, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.parasite={}
- cc.parasite.parasite={}
-
- -- Load & Prepare Ressources
- cc.parasite.gfx_wpn0=loadgfx("weapons/parasite0.bmp") -- Weapon Image Frame 0
- setmidhandle(cc.parasite.gfx_wpn0)
- cc.parasite.gfx_wpn1=loadgfx("weapons/parasite1.bmp") -- Weapon Image Frame 1
- setmidhandle(cc.parasite.gfx_wpn1)
- cc.parasite.sfx_step=loadsfx("parasite.ogg") -- Sound
-
-
- --------------------------------------------------------------------------------
- -- Weapon: Parasite
- --------------------------------------------------------------------------------
-
- cc.parasite.id=addweapon("cc.parasite","Parasite",cc.parasite.gfx_wpn0,0,3) -- Add Weapon (0 uses, first in round 3)
-
- function cc.parasite.draw() -- Draw
- -- Draw
- if weapon_shots<=0 then
- -- Info
- hudinfo("Hit [Space] once to launch the parasite!")
- 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.parasite.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-1)
- end
- end
- end
-
- function cc.parasite.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.parasite.parasite.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(col3x3,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
- projectiles[id].infection=0
- -- Timer
- weapon_timer=50
- -- Sound
- --playsound(cc.parasite.sfx_attack)
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: Parasite
- --------------------------------------------------------------------------------
-
- cc.parasite.parasite.id=addprojectile("cc.parasite.parasite") -- Add Projectile
-
- function cc.parasite.parasite.draw(id) -- Draw
- if projectiles[id].infection==0 then
- -- 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.parasite.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
- else
- drawimage(cc.parasite.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 parasite!")
- end
- end
-
- function cc.parasite.parasite.update(id) -- Update
- if projectiles[id].infection==0 then
- -- Save old position (for rotation calculation)
- if getframesleft()%15==0 then
- projectiles[id].px=projectiles[id].x
- projectiles[id].py=projectiles[id].y
- playsound(cc.parasite.sfx_step)
- end
- -- Timer
- weapon_timer=weapon_timer-1
- -- Animation
- projectiles[id].timer=projectiles[id].timer+1
- if projectiles[id].timer>14 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*0.5
- if collision(col3x3,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- -- Infect
- collision(col10x10,projectiles[id].x,projectiles[id].y,0,1,0)
- if playercollision()~=0 and playercollision()~=projectiles[id].ignore then
- projectiles[id].infection=playercollision()
- weapon_timer=0
- playsound(sfx_splatter3)
- playerstate(projectiles[id].infection,state_confused,1)
- -- End Turn
- endturn()
- end
- -- 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(col3x3,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*0.5
- 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
- if projectiles[id].infection==0 then
- -- 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(col3x3,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- projectiles[id].sy=0
- projectiles[id].y=projectiles[id].y-msuby
- break
- end
- else
- projectiles[id].ignore=0
- end
- -- Water
- if (projectiles[id].y)>getwatery() then
- playsound(sfx_waterstep)
- -- Free projectile
- freeprojectile(id)
- -- End Turn
- endturn()
- return
- end
- end
- -- Timer / Explode
- if getframesleft()<5 or (weapon_timer<=0 and keydown(key_attack)==1) then
- -- Splatter
- playsound(sfx_splatter2)
- -- Dirt
- terrainalphaimage(gfx_blood50,projectiles[id].x,projectiles[id].y,0.8,255,255,0)
- particle(p_smoke,projectiles[id].x,projectiles[id].y)
- particlealpha(1.0)
- particlecolor(255,255,0)
- particlesize(10,10)
- particlefadealpha(0.01)
- for i=1,5,1 do
- particle(p_blood,projectiles[id].x,projectiles[id].y)
- particlecolor(255,255,0)
- end
- -- Free projectile
- freeprojectile(id)
- -- End Turn
- endturn()
- end
- end
- end
- -- Infection
- if projectiles[id].infection>0 then
- weapon_timer=weapon_timer+1
- if weapon_timer>(50*3) then
- -- Kill Infected
- playerdamage(projectiles[id].infection,10000)
- playsound(sfx_splatter2)
- -- Free projectile
- freeprojectile(id)
- end
- end
- -- Scroll to projectile
- scroll(projectiles[id].x,projectiles[id].y)
- end