Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Anniversary Bash 23 levels | Jazz2Online | Multiple | N/A |
const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, se::RollerMLLEWrapper(), null, null, null, null, se::EnergyBlastMLLEWrapper(), null}); ///@MLLE-Generated
#include "MLLE-Include-1.5w.asc" ///@MLLE-Generated
#pragma require "ab23ctf06-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "ab23ctf06.j2l" ///@MLLE-Generated
#include "SEenergyblast-mlle.asc" ///@MLLE-Generated
#pragma require "SEenergyblast-mlle.asc" ///@MLLE-Generated
#include "SEroller-mlle.asc" ///@MLLE-Generated
#pragma require "SEroller-mlle.asc" ///@MLLE-Generated
#pragma require "Castle2E.j2t"
/*******************************
A 2020 Mystic Legends Release!
http://www.mysticlegends.org
/******************************/
#include "MLLE-Weapons.asc"
#pragma require "MLLE-Weapons.asc"
void onLevelLoad() {
jjPAL eclipse;
eclipse.load("Castle2E.j2t");
jjPalette.copyFrom(24, 16, 24, eclipse, 0.75f);
jjPalette.copyFrom(40, 1, 40, eclipse, 0.5f);
jjPalette.copyFrom(41, 15, 41, eclipse, 0.75f);
jjPalette.copyFrom(64, 8, 64, eclipse, 0.75f);
jjPalette.copyFrom(72, 8, 72, eclipse, 1.f);
jjPalette.copyFrom(80, 8, 80, eclipse, 0.5f);
jjPalette.copyFrom(88, 8, 88, eclipse, 0.75f);
jjPalette.apply();
jjTexturedBGTexture = TEXTURE::MEDIVO;
jjUseLayer8Speeds = true;
jjObjectPresets[OBJECT::BOUNCERAMMO3].lightType =
jjObjectPresets[OBJECT::ICEAMMO3].lightType =
jjObjectPresets[OBJECT::SEEKERAMMO3].lightType =
jjObjectPresets[OBJECT::RFAMMO3].lightType =
jjObjectPresets[OBJECT::GUN8AMMO3].lightType =
jjObjectPresets[OBJECT::GUN9AMMO3].lightType =
jjObjectPresets[OBJECT::CTFBASE].lightType =
jjObjectPresets[OBJECT::SHARD].lightType =
jjObjectPresets[OBJECT::BOUNCERPOWERUP].lightType =
jjObjectPresets[OBJECT::ICEPOWERUP].lightType =
jjObjectPresets[OBJECT::RFPOWERUP].lightType = LIGHT::POINT2;
jjObjectPresets[OBJECT::FULLENERGY].lightType = LIGHT::BRIGHT;
jjObjectPresets[OBJECT::FULLENERGY].light = 10;
for (int i = 33; i < 40; i++) {
jjObjectPresets[i].behavior = CannotBeShotDown(jjObjectPresets[i].behavior);
}
jjObjectPresets[OBJECT::STEADYLIGHT].behavior = ToggleableTorch;
jjObjectPresets[OBJECT::APPLE].behavior =
jjObjectPresets[OBJECT::BANANA].behavior =
jjObjectPresets[OBJECT::BURGER].behavior = Wisp;
jjObjectPresets[OBJECT::PRETZEL].behavior = WarpOrb();
jjObjectPresets[OBJECT::PRETZEL].lightType = LIGHT::FLICKER;
jjObjectPresets[OBJECT::PRETZEL].scriptedCollisions = true;
jjObjectPresets[OBJECT::GRASSPLATFORM].bulletHandling = HANDLING::IGNOREBULLET;
jjObjectPresets[OBJECT::BOUNCERPOWERUP].direction = SPRITE::FLIPH;
//jjObjectPresets[OBJECT::TRIGGERCRATE].determineCurAnim(ANIM::CUSTOM[0], 2);
//jjObjectPresets[OBJECT::TRIGGERCRATE].determineCurFrame();
//jjObjectPresets[OBJECT::TRIGGERCRATE].behavior = ShittyBlastCrate;
for (int i = 3240; i < 3280; i++) {
jjTileType[i] = 5;
}
generateCustomSpringSprites(jjAnimSets[ANIM::CUSTOM[99]], array<uint> = {40, 16});
turnIntoCustomSpring(jjObjectPresets[OBJECT::FROZENSPRING], 0, 29.f, false);
turnIntoCustomSpring(jjObjectPresets[OBJECT::GREENSPRING], 1, 24.1f, false);
jjANIMFRAME@ frame = jjAnimFrames[jjAnimations[jjAnimSets[ANIM::SPIKEBOLL].firstAnim].firstFrame];
jjPIXELMAP(0, 0, 32, 32, 4).save(frame);
frame.hotSpotX = -frame.width/2;
frame.hotSpotY = -frame.height + 14;
for (int x = 0; x < jjLayerWidth[1]; x++) {
for (int y = 0; y < jjLayerHeight[1]; y++) {
uint16 myTile = jjTileGet(1, x, y);
if (myTile < 1350) {
jjTileSet(1, x, y, myTile + 1350);
}
}
}
jjANIMFRAME@ CircularGlow = jjAnimFrames[jjObjectPresets[OBJECT::ORANGE].curFrame];
jjPIXELMAP circle(32, 32);
for (uint x = 0; x < circle.width; ++x)
for (uint y = 0; y < circle.height; ++y)
circle[x,y] = (sqrt(pow(16-int(x), 2) + pow(16-int(y), 2)) < 16) ? 234 : 0;
circle.save(CircularGlow);
CircularGlow.hotSpotX = -CircularGlow.width/2;
CircularGlow.hotSpotY = -CircularGlow.height/2;
}
void onLevelBegin() {
jjAddObject(OBJECT::APPLE, 736, 736); //bouncer powerup
jjAddObject(OBJECT::APPLE, 1824, 608); //full energy
jjAddObject(OBJECT::APPLE, 1920, 1600); //roller powerup
jjAddObject(OBJECT::APPLE, 2976, 992); //RF powerup
}
void onMain() {
jjLAYER@ shadows = MLLE::GetLayer("Ceiling Shadow Layer");
if (jjLowDetail || jjColorDepth == 8) {
jjLayers[7].spriteParam = 0;
jjLayers[7].hasTiles = false;
shadows.hasTiles = false;
}
else {
jjLayers[7].spriteParam = 96 + int(jjCos(jjGameTicks << 2) * 32);
jjLayers[7].hasTiles = true;
shadows.hasTiles = true;
}
jjLAYER@ torches = MLLE::GetLayer("Torch Layer");
jjLAYER@ vegs = MLLE::GetLayer("Vegitation Layer");
jjLAYER@ owls = MLLE::GetLayer("Owl Layer");
jjLayers[5].hasTiles = jjLayers[6].hasTiles = torches.hasTiles = vegs.hasTiles = owls.hasTiles = !jjLowDetail;
}
class CannotBeShotDown : jjBEHAVIORINTERFACE {
jjBEHAVIOR originalBehavior;
CannotBeShotDown(jjBEHAVIOR behavior) {
originalBehavior = behavior;
}
void onBehave(jjOBJ@ obj) override {
obj.behave(originalBehavior);
if (obj.state == STATE::FLOATFALL)
obj.state = STATE::FLOAT;
if (obj.eventID == OBJECT::FULLENERGY)
obj.xPos = obj.xOrg - 16;
}
bool onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ player, int force) {
obj.behavior = originalBehavior;
if (bullet is null)
player.objectHit(obj, force, obj.playerHandling);
else
bullet.objectHit(obj, obj.playerHandling);
obj.behavior = CannotBeShotDown(obj.behavior);
return true;
}
}
//class OriginalBehavior : jjBEHAVIORINTERFACE {
//private jjBEHAVIOR nativeBehavior;
//OriginalBehavior(const jjBEHAVIOR &in nb) { nativeBehavior = nb; }
//void onBehave(jjOBJ@ obj) {
//obj.behave(nativeBehavior);
//if (obj.state == STATE::FLOATFALL) obj.state = STATE::FLOAT;
//}
//bool onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ player, int force) {
//auto@ pickup = cast<se::AmmoPickup@>(cast<jjBEHAVIORINTERFACE@>(nativeBehavior));
//if (pickup !is null)
//return pickup.onObjectHit(obj, bullet, player, force);
//else return false;
//}
//}
void ToggleableTorch(jjOBJ@ obj) {
if (!jjLowDetail)
obj.lightType = LIGHT::POINT2;
else
obj.lightType = LIGHT::NONE;
obj.behave(BEHAVIOR::STEADYLIGHT);
}
void Wisp(jjOBJ@ obj) {
if (obj.state == STATE::START) {
obj.bulletHandling = HANDLING::IGNOREBULLET;
obj.playerHandling = HANDLING::PARTICLE;
obj.deactivates = obj.triggersTNT = obj.isTarget = obj.isBlastable = obj.isFreezable = false;
}
switch (obj.eventID) {
case OBJECT::APPLE:
obj.xPos = obj.xOrg + int(jjSin(jjGameTicks << 2) * 64);
obj.yPos = obj.yOrg + int(jjSin(jjGameTicks << 1) * 32);
break;
case OBJECT::BANANA:
obj.xPos = obj.xOrg + int(jjSin(jjGameTicks * 5) * 48);
obj.yPos = obj.yOrg - int(jjSin(jjGameTicks << 2) * 48) + 24;
break;
case OBJECT::BURGER:
obj.xPos = obj.xOrg - int(jjSin(jjGameTicks << 1) * 48);
obj.yPos = obj.yOrg - int(jjSin(jjGameTicks << 2) * 32) + 80 + int(jjCos(jjGameTicks << 1) * 24);
break;
}
obj.behave(BEHAVIOR::PICKUP, false);
if (!jjLowDetail) {
obj.lightType = LIGHT::POINT2;
jjDrawTile(obj.xPos - 16, obj.yPos - 16, 176, TILE::ALLQUADRANTS, 3);
}
else obj.lightType = LIGHT::NONE;
}
int fdim(int n) {
if (n > 0) return n;
else return 0;
}
int VeryCoolMathWizFunction(int n) {
return int(255 * tanh(jjSin(n << 2)*2)/tanh(2));
}
class WarpOrb : jjBEHAVIORINTERFACE {
void onBehave(jjOBJ@ obj) {
if (obj.state == STATE::START) {
obj.xPos = obj.xOrg += 16;
obj.yPos = obj.yOrg += 8;
}
obj.behave(BEHAVIOR::PICKUP, false);
if (obj.state == STATE::FLOATFALL) obj.state = STATE::FLOAT;
}
void onDraw(jjOBJ@ obj) {
int frame = obj.objectID * 8 + jjGameTicks;
frame = (frame + int(obj.xPos) + int(obj.yPos) * 256)*16;
jjDrawTile(obj.xPos- 16, (obj.yPos + jjSin(frame)*4) - 18, 8 + TILE::ANIMATED);
jjDrawSprite(obj.xPos, obj.yPos + jjSin(frame)*4, ANIM::SPIKEBOLL, 0, 0, 0, SPRITE::TRANSLUCENT, 255);
jjDrawSprite(obj.xPos, obj.yPos + jjSin(frame)*4, ANIM::SPIKEBOLL, 0, 0, 0, SPRITE::BLEND_COLOR, 255);
jjDrawSprite(obj.xPos, obj.yPos + jjSin(frame)*4, ANIM::SPIKEBOLL, 0, 0, 0, SPRITE::TRANSLUCENT, 255);
jjDrawSpriteFromCurFrame(obj.xPos, (obj.yPos + jjSin(frame)*4) - 2, jjObjectPresets[OBJECT::ORANGE].curFrame, 0, SPRITE::BLEND_COLOR, fdim(VeryCoolMathWizFunction(jjGameTicks)));
//jjDrawString(obj.xPos + 48, obj.yPos, "" + VeryCoolMathWizFunction(jjGameTicks));
}
bool onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ player, int force) {
player.warpToID(0);
jjSample(player.xPos, player.yPos, SOUND::COMMON_PICKUP1, 63, 17500);
obj.frameID = 0;
obj.behavior = BEHAVIOR::EXPLOSION2;
return true;
}
}
//void ShittyBlastCrate(jjOBJ@ obj) {
//if (obj.state == STATE::ACTION) {
//for (int i = 0; i < 5; ++i) {
//jjOBJ@ ExtraBlastAmmo = jjObjects[jjAddObject(OBJECT::ICEAMMO3, obj.xPos + jjRandom()%24, obj.yPos - 32 - jjRandom()%6, obj.objectID)];
//ExtraBlastAmmo.xSpeed = ((jjRandom() & 30) - 7.5f) / 2.f;
//ExtraBlastAmmo.ySpeed = -1.4f - ((jjRandom() & 5) / 2.f);
//ExtraBlastAmmo.behavior = MLLEWeapons::AmmoPickupWithCrateAndCorpseSupport(
//jjAnimations[jjAnimSets[ANIM::CUSTOM[0]].firstAnim],
//jjAnimations[jjAnimSets[ANIM::CUSTOM[0]].firstAnim + 1], //unused in the level
//5
//);
//ExtraBlastAmmo.counter = 560;
//}
//}
//obj.behave(BEHAVIOR::CRATE);
//}
void onPlayerInput(jjPLAYER@ play) {
MLLE::WeaponHook.processPlayerInput(play);
}
bool onDrawAmmo(jjPLAYER@ play, jjCANVAS@ canvas) {
return MLLE::WeaponHook.drawAmmo(play, canvas);
}
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();
}
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