Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Blue Moon | Dragusela | Capture the flag | 9.2 |
const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, se::EnergyBlastMLLEWrapper(), null, se::RollerMLLEWrapper(), SuperToaster::Weapon(), null, null, null}); ///@MLLE-Generated
#include "MLLE-Include-1.5w.asc" ///@MLLE-Generated
#pragma require "xlmjsg-MLLE-Data-2.j2l" ///@MLLE-Generated
#pragma require "xlmjsg-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "Moonrise.j2t" ///@MLLE-Generated
#pragma require "IC - Technoir1.j2t" ///@MLLE-Generated
#pragma require "Jungle1_1.00g.j2t" ///@MLLE-Generated
#pragma require "RollercoasterPark.j2t" ///@MLLE-Generated
#pragma require "Aztec2.j2t" ///@MLLE-Generated
#pragma require "Jungle1.j2t" ///@MLLE-Generated
#pragma require "xlmjsg.j2as" ///@MLLE-Generated
#include "SuperToaster.asc" ///@MLLE-Generated
#pragma require "SuperToaster.asc" ///@MLLE-Generated
#include "SEroller-mlle.asc" ///@MLLE-Generated
#pragma require "SEroller-mlle.asc" ///@MLLE-Generated
#include "SEenergyblast-mlle.asc" ///@MLLE-Generated
#pragma require "SEenergyblast-mlle.asc" ///@MLLE-Generated
void onLevelLoad() {
jjPIXELMAP rain(32,32);
for (uint x = 0; x < rain.width; ++x) {
for (uint y = 0; y < rain.height; ++y) {
if (x == 16) { //draw in the middle of the tile, xPixel 16
if (y <= 24) rain[x,y] = 75; //if at yPixel 24 or less, use color 75
else rain[x,y] = 74; //use color 74 for yPixels 25-32
} else {
rain[x,y] = 0;
}
}
}
jjANIMATION@ anim = jjAnimations[jjAnimSets[ANIM::COMMON].firstAnim + 2];
for (uint frameID = 0; frameID < anim.frameCount; ++frameID) {
jjANIMFRAME@ frame = jjAnimFrames[anim.firstFrame + frameID];
rain.save(frame);
frame.hotSpotX = -frame.width/2;
frame.hotSpotY = -frame.height;
}
}
void onPlayer(jjPLAYER@ play) {
for (int i = 0; i < 1024; i++) { //loop through the global array jjParticles[1024]
jjPARTICLE@ particle = jjParticles[i];
if (particle.type == PARTICLE::RAIN) {
particle.xSpeed = 0; //make rain fall straight down
particle.ySpeed = play.ySpeed < 0? 10 : int(10 + play.ySpeed); //the rain speed accounts for differences in the player speed, and so won't appear to fall more slowly when the player is falling
}
}
}
void onLevelReload() {
MLLE::Palette.apply();
}
void onPlayerInput(jjPLAYER@ player) {
MLLE::WeaponHook.processPlayerInput(player);
}
bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
return MLLE::WeaponHook.drawAmmo(player, canvas);
}
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