Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Mystery of the Four... | chandie | Single player | 6.6 |
const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.5.asc" ///@MLLE-Generated
#pragma require "mo4a_3_cutscene.j2l" ///@MLLE-Generated
void onPlayer(jjPLAYER@ p) {
p.idle = 100;
p.keyRun = false;
p.keyLeft = false;
p.lightType = LIGHT::NONE;
p.keyUp = false;
p.keyDown = false;
p.keyRight = false;
p.cameraFreeze(0*32, 0*32, true, false);
if(p.keyFire)
jjNxt(false, true);
if(p.keyJump)
jjNxt(false, true);
if(p.keySelect)
jjNxt(false, true);
}
bool onDrawHealth(jjPLAYER@ p, jjCANVAS@ canvas) {return true;}
bool onDrawLives(jjPLAYER@ p, jjCANVAS@ canvas) {return true;}
bool onDrawScore(jjPLAYER@ p, jjCANVAS@ canvas) {return true;}
bool onDrawAmmo(jjPLAYER@ p, jjCANVAS@ canvas) {return true;}
jjTEXTAPPEARANCE SignTextAppearance = STRING::NORMAL;
class Sign {
private int xPos, yPos; //These pixel-based positions will be generated from tile-based positions in the constructor by multiplying by 32
private string text;
private uint widthOfText;
Sign(){} //AngelScript requires any class that appears in any array to have an explicit default constructor, even if it's never called
Sign(int xTile, int yTile, const string &in t) {
xPos = xTile * 32; //Since this is a constant operation, it could strictly be performed in the draw method instead of the constructor, but this way involves fewer multiplication instructions
yPos = yTile * 32; //
text = t;
SignTextAppearance.newline = STRING::SPECIALSIGN; //Causes the drawString method to interpret instances of the \n character as signals to drop down to a new line, similar to the special effect of the @ character in the STRING::SPIN appearance.
SignTextAppearance.spacing = -2; //int jjTEXTAPPEARANCE::spacing is new in 5.2, and this particular value is equivalent to prefixing the string with "ยง2". Make sure to check out bool jjTEXTAPPEARANCE::monospace too, though it didn't end up getting used in this level.
widthOfText = jjGetStringWidth(text, STRING::SMALL, SignTextAppearance); //Used for determining how large of a dark rectangle should be drawn behind the text. A matching heightOfText value could of course be generated by counting the number of newline characters--for example, "heightOfText = text.split("\n").length * 20;"--but here the rectangles are constant height instead to limit the temptation to ramble on and on.
}
void draw(jjCANVAS@ layer, uint8 textIntensity) const { //Because this method will be called from an onDraw method, it's important to have a jjCANVAS@ passed among the arguments.
layer.drawRectangle(xPos, yPos - 16, widthOfText + 8, 55, 0, SPRITE::TRANSLUCENT);
layer.drawString(xPos, yPos, text, STRING::SMALL, SignTextAppearance, 0, SPRITE::BLEND_HARDLIGHT, textIntensity);
}
}
const array<Sign> Signs = {
Sign(2, 13, "LIBRARIAN: Close the gates to the Harbour and don't let\nanyone inside the Library! Master is almost ready.\nGUARD:How would I convince them to seal the Harbour, sir?\nLIBRARIAN: Idiot! Think of something.\nRelease the volcano or so! I've my books to read!\n\nHit ||||||||SPACE |or ||||||||JUMP |to visit ||||||||ATLANTIUS."),
};
void onDrawLayer2(jjPLAYER@, jjCANVAS@ layer) {
const uint8 textIntensity = 200 + int(jjSin(jjGameTicks * 16) * 50);
for (uint signID = 0; signID < Signs.length; ++signID)
Signs[signID].draw(layer, textIntensity);
}
void onLevelLoad(){
jjLevelName = ("");
}
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