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- --------------------------------------------------------------------------------
- -- Weapon Dynamite + Projectile Dynamite
- -- Original Carnage Contest Weapon
- -- Script by DC, August 2009, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.dynamite={}
- cc.dynamite.dynamite={}
-
- -- Load & Prepare Ressources
- cc.dynamite.gfx_wpn=loadgfx("weapons/dynamite.bmp") -- Weapon Image
- setmidhandle(cc.dynamite.gfx_wpn)
- cc.dynamite.sfx_attack=loadsfx("throw.ogg") -- Attack Sound
- cc.dynamite.sfx_bounce=loadsfx("bounce.wav") -- Bounce Sound
- cc.dynamite.sfx_fuse=loadsfx("fuse.wav") -- Fuse Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: dynamite
- --------------------------------------------------------------------------------
-
- cc.dynamite.id=addweapon("cc.dynamite","Dynamite",cc.dynamite.gfx_wpn,1) -- Add Weapon (1 use)
-
- function cc.dynamite.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.dynamite.gfx_wpn,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)+2)
- end
- end
-
- function cc.dynamite.attack(attack) -- Attack
- if (weapon_shots<=0) then
- if attack==1 then
- -- No more weapon switching!
- useweapon(0)
- playsound(cc.dynamite.sfx_attack)
- weapon_shots=weapon_shots+1
- id=createprojectile(cc.dynamite.dynamite.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)*1.2 --getplayerdirection(0)*2
- projectiles[id].sy=-1
- -- Set timer
- projectiles[id].timer=3*50
- -- End Turn
- endturn()
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: dynamite
- --------------------------------------------------------------------------------
-
- cc.dynamite.dynamite.id=addprojectile("cc.dynamite.dynamite") -- Add Projectile
-
- function cc.dynamite.dynamite.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- setrotation(0)
- -- Fuse Sound
- if channelplaying(0)==0 then playsound(cc.dynamite.sfx_fuse,0) end
- -- Draw projectile
- drawimage(cc.dynamite.gfx_wpn,projectiles[id].x,projectiles[id].y)
- -- Draw Arrow if out of Screen
- outofscreenarrow(projectiles[id].x,projectiles[id].y)
- end
-
- function cc.dynamite.dynamite.update(id) -- Update
- -- Fire Particle
- local f=getframe()
- if f%4==0 then
- particle(p_smoke,projectiles[id].x,projectiles[id].y-5)
- particlespeed(math.random(-2,2)*0.1,math.random(-6,-3)*0.1)
- particlefadealpha(0.01)
- particle(p_spark,projectiles[id].x,projectiles[id].y-5)
- end
- if f%6==0 then
- particle(p_lightpuff,projectiles[id].x,projectiles[id].y-5)
- particlespeed(math.random(-2,2)*0.1,math.random(-5,-2)*0.1)
- particlefadealpha(0.04)
- end
- -- 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.dynamite.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.dynamite.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.dynamite.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.dynamite.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)
- stopchannel(0)
- -- Free projectile
- freeprojectile(id)
- break
- end
- end
- -- Timer -> Explode
- projectiles[id].timer=projectiles[id].timer-1
- if projectiles[id].timer<=0 then
- -- 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
- -- Scroll to projectile
- scroll(projectiles[id].x,projectiles[id].y)
- end
-