Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Anniversary Bash 26 Battle | Jazz2Online | Battle | N/A |
const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, BubbleGun::Weapon(), null, null, null, WeaponVMega::Voranj::Weapon(), null, null}); ///@MLLE-Generated
#include "MLLE-Include-1.6w.asc" ///@MLLE-Generated
#pragma require "ab26btl20-MLLE-Data-2.j2l" ///@MLLE-Generated
#pragma require "ab26btl20-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "ab26btl20.j2l" ///@MLLE-Generated
#include "WeaponVMega8.asc" ///@MLLE-Generated
#pragma require "WeaponVMega8.asc" ///@MLLE-Generated
#include "BubbleGun.asc" ///@MLLE-Generated
#pragma require "BubbleGun.asc" ///@MLLE-Generated
#pragma require "SS6_Tree1A.png"
#pragma require "SS6_Tree1B.png"
#pragma require "SS6_Tree2A.png"
#pragma require "SS6_Tree2B.png"
#pragma require "SS6_Bush2A.png"
#pragma require "SS6_Bush2B.png"
void onLevelLoad() {
jjAnimSets[ANIM::CUSTOM[10]].load(
jjPIXELMAP("SS6_Tree1A.png"),
frameWidth: 256,
frameHeight: 288
);
jjAnimSets[ANIM::CUSTOM[11]].load(
jjPIXELMAP("SS6_Tree1B.png"),
frameWidth: 256,
frameHeight: 288
);
jjAnimSets[ANIM::CUSTOM[12]].load(
jjPIXELMAP("SS6_Tree2A.png"),
frameWidth: 160,
frameHeight: 256
);
jjAnimSets[ANIM::CUSTOM[13]].load(
jjPIXELMAP("SS6_Tree2B.png"),
frameWidth: 160,
frameHeight: 256
);
jjAnimSets[ANIM::CUSTOM[14]].load(
jjPIXELMAP("SS6_Bush2A.png"),
frameWidth: 128,
frameHeight: 96
);
jjAnimSets[ANIM::CUSTOM[15]].load(
jjPIXELMAP("SS6_Bush2B.png"),
frameWidth: 128,
frameHeight: 96
);
jjObjectPresets[OBJECT::APPLE].behavior =
jjObjectPresets[OBJECT::ORANGE].behavior = BigTree();
jjObjectPresets[OBJECT::CHERRY].behavior =
jjObjectPresets[OBJECT::STRAWBERRY].behavior = SmallTree();
jjObjectPresets[OBJECT::LIME].behavior =
jjObjectPresets[OBJECT::PEAR].behavior = Bush();
jjObjectPresets[OBJECT::APPLE].playerHandling =
jjObjectPresets[OBJECT::ORANGE].playerHandling =
jjObjectPresets[OBJECT::CHERRY].playerHandling =
jjObjectPresets[OBJECT::STRAWBERRY].playerHandling =
jjObjectPresets[OBJECT::LIME].playerHandling =
jjObjectPresets[OBJECT::PEAR].playerHandling = HANDLING::PARTICLE;
jjObjectPresets[OBJECT::APPLE].bulletHandling =
jjObjectPresets[OBJECT::ORANGE].bulletHandling =
jjObjectPresets[OBJECT::CHERRY].bulletHandling =
jjObjectPresets[OBJECT::STRAWBERRY].bulletHandling =
jjObjectPresets[OBJECT::LIME].bulletHandling =
jjObjectPresets[OBJECT::PEAR].bulletHandling = HANDLING::IGNOREBULLET;
jjObjectPresets[OBJECT::APPLE].isBlastable =
jjObjectPresets[OBJECT::ORANGE].isBlastable =
jjObjectPresets[OBJECT::CHERRY].isBlastable =
jjObjectPresets[OBJECT::STRAWBERRY].isBlastable =
jjObjectPresets[OBJECT::LIME].isBlastable =
jjObjectPresets[OBJECT::PEAR].isBlastable = false;
generateCustomSpringSprites(jjAnimSets[ANIM::CUSTOM[9]], array<uint> = {40, 48, 16, 88});
turnIntoCustomSpring(jjObjectPresets[OBJECT::FROZENSPRING], 0, 19.75f, false);
turnIntoCustomSpring(jjObjectPresets[OBJECT::HORREDSPRING], 1, 17.75f, false);
turnIntoCustomSpring(jjObjectPresets[OBJECT::HORGREENSPRING], 2, 27.45f, false);
turnIntoCustomSpring(jjObjectPresets[OBJECT::HORBLUESPRING], 3, 33.0f, false);
jjObjectPresets[OBJECT::HORREDSPRING].causesRicochet = jjObjectPresets[OBJECT::HORBLUESPRING].causesRicochet = jjObjectPresets[OBJECT::HORGREENSPRING].causesRicochet = false;
jjWeapons[WEAPON::GUN8].spread = SPREAD::NORMAL;
jjObjectPresets[OBJECT::FIREBALLBULLETPU].var[6] = 8 + 16;
}
class BigTree : jjBEHAVIORINTERFACE {
void onBehave(jjOBJ@ obj) {
if (inView(obj) && !jjLowDetail) {
jjDrawSprite(obj.xPos, obj.yPos, obj.eventID == OBJECT::APPLE? ANIM::CUSTOM[10] : ANIM::CUSTOM[11], 0, (jjGameTicks/4) % 12, 0, SPRITE::NORMAL, 0, 6, 6);
}
}
}
class SmallTree : jjBEHAVIORINTERFACE {
void onBehave(jjOBJ@ obj) {
if (inView(obj) && !jjLowDetail) {
jjDrawSprite(obj.xPos, obj.yPos, obj.eventID == OBJECT::CHERRY? ANIM::CUSTOM[12] : ANIM::CUSTOM[13], 0, (jjGameTicks/4) % 12, 0, SPRITE::NORMAL, 0, 7, 7);
}
}
}
class Bush : jjBEHAVIORINTERFACE {
void onBehave(jjOBJ@ obj) {
if (inView(obj) && !jjLowDetail) {
jjDrawSprite(obj.xPos, obj.yPos, obj.eventID == OBJECT::LIME? ANIM::CUSTOM[14] : ANIM::CUSTOM[15], 0, (jjGameTicks/4) % 12, 0, SPRITE::NORMAL, 0, 3, 3);
}
}
}
bool inView(const jjOBJ@ obj) {
for (int i = 0; i < jjLocalPlayerCount; i++) {
const jjPLAYER@ play = jjLocalPlayers[i];
if (obj.xPos > play.cameraX - 144 && obj.yPos > play.cameraY - 144 && obj.xPos < play.cameraX + jjSubscreenWidth + 144 && obj.yPos < play.cameraY + jjSubscreenHeight + 144)
return true;
}
return false;
}
void onMain() {
jjWeapons[WEAPON::TNT].comesFromGunCrates = true;
jjWeapons[WEAPON::GUN8].comesFromGunCrates = true;
jjWeapons[WEAPON::GUN9].comesFromGunCrates = true;
for (int i = 1; i < jjObjectCount; i++) {
jjOBJ@ obj = jjObjects[i];
if (obj.eventID == OBJECT::GUN8POWERUP){
obj.xPos = obj.xOrg + 16;
obj.direction = -1;
}
if (obj.eventID == OBJECT::TOASTERPOWERUP){
obj.xPos = obj.xOrg + 8;
obj.direction = -1;
}
if (obj.eventID == OBJECT::RFPOWERUP){
obj.xPos = obj.xOrg - 8;
obj.direction = 0;
}
if (obj.eventID == OBJECT::BOUNCERPOWERUP){
obj.xPos = obj.xOrg - 16;
obj.direction = 0;
}
}
array<jjLAYER@> layers = jjLayerOrderGet();
layers[15].xOffset += .28f;
layers[16].xOffset += .21f;
layers[18].xOffset += .15f;
}
jjANIMSET@ customSpringSprite;
array<int> fastCustomSpringSpeeds(jjLocalPlayerCount);
bool generateCustomSpringSprites(jjANIMSET@ anim, const array<uint> &in colors) {
int length = colors.length();
bool success = (@customSpringSprite = anim).allocate(array<uint>(length * 3, 5)) !is null;
if (success) {
uint srcSet = jjAnimSets[ANIM::SPRING];
for (int i = 0; i < length; i++) {
uint color = colors[i];
uint destAnimOffset = anim + i * 3;
for (int j = 0; j < 3; j++) {
uint srcAnim = jjAnimations[srcSet + j];
uint destAnim = jjAnimations[destAnimOffset + j];
for (int k = 0; k < 5; k++) {
jjPIXELMAP image(jjAnimFrames[destAnim + k] = jjAnimFrames[srcAnim + k]);
int width = image.width;
int height = image.height;
for (int l = 0; l < height; l++) {
for (int m = 0; m < width; m++) {
int pixel = image[m, l];
if (pixel >= 32 && pixel < 40)
image[m, l] = color + (pixel & 7);
}
}
if (!image.save(jjAnimFrames[destAnim + k]))
return false;
}
}
}
}
return success;
}
void initializeCustomSpring(jjOBJ@ obj) {
int anim = obj.curAnim;
obj.behave(obj.behavior = BEHAVIOR::SPRING, false);
if (obj.curAnim != anim) {
obj.curAnim = anim + 2;
obj.determineCurFrame();
}
obj.draw();
}
void turnIntoCustomSpring(jjOBJ@ obj, uint color, float power, bool horizontal) {
if (horizontal) {
obj.xSpeed = power;
obj.ySpeed = 0.f;
} else {
obj.xSpeed = 0.f;
obj.ySpeed = -power;
if (obj.state == STATE::START && obj.creatorType == CREATOR::LEVEL) {
int x = int(obj.xPos) >> 5;
int y = int(obj.yPos) >> 5;
if (jjParameterGet(x, y, 0, 1) != 0) {
jjParameterSet(x, y, 0, 1, 0);
obj.yPos -= 4.f;
obj.ySpeed = power;
}
}
}
obj.behavior = initializeCustomSpring;
obj.curAnim = customSpringSprite + color * 3 + (horizontal ? 1 : 0);
obj.energy = obj.frameID = obj.freeze = obj.justHit = obj.light = obj.points = 0;
obj.isBlastable = obj.isTarget = obj.scriptedCollisions = obj.triggersTNT = false;
obj.deactivates = obj.isFreezable = true;
obj.bulletHandling = HANDLING::IGNOREBULLET;
obj.playerHandling = HANDLING::SPECIAL;
obj.lightType = LIGHT::NORMAL;
obj.determineCurFrame();
}
void handleFastCustomSpringSpeeds(jjPLAYER@ play) {
if (play.ySpeed < -32.f) {
fastCustomSpringSpeeds[play.localPlayerID] = int(ceil((play.ySpeed + 32.f) / -0.125f));
} else if (fastCustomSpringSpeeds[play.localPlayerID] != 0) {
if (play.ySpeed < -31.f) {
fastCustomSpringSpeeds[play.localPlayerID]--;
play.ySpeed = -32.f;
} else {
fastCustomSpringSpeeds[play.localPlayerID] = 0;
}
}
}
void onPlayer(jjPLAYER@ play) {
handleFastCustomSpringSpeeds(play);
}
void onLevelBegin() {
MLLE::SpawnOffgrids();
for (int i = 1; i < 255; i++) {
jjOBJ@ preset = jjObjectPresets[i];
if (preset.playerHandling == HANDLING::PICKUP) {
preset.behavior = CannotBeShotDown(preset.behavior);
}
}
}
void onLevelReload() {
MLLE::ReapplyPalette();
MLLE::SpawnOffgridsLocal();
}
bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
return MLLE::WeaponHook.drawAmmo(player, canvas);
}
class CannotBeShotDown : jjBEHAVIORINTERFACE {
CannotBeShotDown(const jjBEHAVIOR &in behavior) {
originalBehavior = behavior;
}
void onBehave(jjOBJ@ obj) {
obj.behave(originalBehavior);
if (obj.state == STATE::FLOATFALL)
obj.state = STATE::FLOAT;
}
bool onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ player, int force) {
if (bullet is null) {
obj.behavior = originalBehavior;
if (player.objectHit(obj, force, obj.playerHandling))
return true;
obj.behavior = this;
}
return false;
}
private jjBEHAVIOR originalBehavior;
}
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