Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Burrowsville? | Slaz | Single player | 8.6 |
#pragma require "candycorn.j2a"
void onLevelLoad() {
jjUseLayer8Speeds = true;
jjTexturedBGFadePositionY = -0.20;
jjAnimations[jjObjectPresets[OBJECT::CANDY].curAnim] = jjAnimations[jjAnimSets[ANIM::CUSTOM[0]].load(0, "candycorn.j2a")];
jjObjectPresets[OBJECT::CRAB].playerHandling = HANDLING::ENEMY;
jjObjectPresets[OBJECT::CRAB].bulletHandling = HANDLING::IGNOREBULLET;
jjObjectPresets[OBJECT::CRAB].energy = 999;
jjObjectPresets[OBJECT::CRAB].determineCurFrame();
jjObjectPresets[OBJECT::CRAB].behavior = GhostlyJazz;
jjObjectPresets[OBJECT::PACMANGHOST].playerHandling = HANDLING::ENEMY;
jjObjectPresets[OBJECT::PACMANGHOST].bulletHandling = HANDLING::IGNOREBULLET;
jjObjectPresets[OBJECT::PACMANGHOST].energy = 999;
jjObjectPresets[OBJECT::PACMANGHOST].determineCurFrame();
jjObjectPresets[OBJECT::PACMANGHOST].behavior = GhostlyGhost;
jjObjectPresets[OBJECT::BAT].lightType = LIGHT::BRIGHT;
jjObjectPresets[OBJECT::BAT].light = 10;
}
void GhostlyJazz(jjOBJ@ obj) {
obj.behave(BEHAVIOR::CRAB, false);
obj.lightType = LIGHT::BRIGHT;
obj.light = 10;
jjDrawSpriteFromCurFrame(obj.xPos, obj.yPos, obj.curFrame, obj.direction, SPRITE::TRANSLUCENTSINGLEHUE, 64);
}
void GhostlyGhost(jjOBJ@ obj) {
obj.behave(BEHAVIOR::SPARK, false);
obj.lightType = LIGHT::BRIGHT;
obj.light = 12;
jjDrawSpriteFromCurFrame(obj.xPos, obj.yPos, obj.curFrame, obj.direction, SPRITE::TRANSLUCENTSINGLEHUE, 64);
}
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