Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Anniversary Bash 26 CTF | Jazz2Online | Capture the flag | N/A |
const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, NapsWeapons::AntiGravityBouncer(), null, null, WeaponVMega::Voranj::Weapon(), null, WeaponVMega::Boomerang::Weapon(), null}); ///@MLLE-Generated
#include "MLLE-Include-1.6w.asc" ///@MLLE-Generated
#pragma require "ab26ctf01-MLLE-Data-2.j2l" ///@MLLE-Generated
#pragma require "ab26ctf01-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "ab26ctf01.j2l" ///@MLLE-Generated
#include "WeaponVMega1.asc" ///@MLLE-Generated
#pragma require "WeaponVMega1.asc" ///@MLLE-Generated
#include "WeaponVMega8.asc" ///@MLLE-Generated
#pragma require "WeaponVMega8.asc" ///@MLLE-Generated
#include "AntiGravBouncers.asc" ///@MLLE-Generated
#pragma require "AntiGravBouncers.asc" ///@MLLE-Generated
///@SaveAndRunArgs -server -capture ///@MLLE-Generated
#pragma require "ezsalt_wind.ogg"
int sampleBoomerang, sampleWind = 0;
void onLevelLoad() {
jjUseLayer8Speeds = true;
jjWeapons[WEAPON::GUN8].comesFromGunCrates = true;
generateCustomSpringSprites(jjAnimSets[ANIM::CUSTOM[0]], array<uint> = {40});
turnIntoCustomSpring(jjObjectPresets[OBJECT::FROZENSPRING], 0, 19.f, false);
WeaponVMega::Boomerang::BoomerangEdit().Apply(WEAPON::GUN8, MLLE::WeaponHook);
}
void onLevelReload() {
MLLE::SpawnOffgridsLocal();
}
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 onPlayer(jjPLAYER@ play) {
if (jjEventGet(int(play.xPos/32), int(play.yPos/32)) == AREA::PATH) {
int direction = jjParameterGet(int(play.xPos/32), int(play.yPos/32), 6, 3);
play.buttstomp = 100;
if (direction > 1) {
if (play.xSpeed > 1) play.xSpeed = -2;
} else if (direction == 0) {
if (play.xSpeed < 1) play.xSpeed = 2;
}
}
}
void onMain() {
jjWeapons[WEAPON::GUN8].gradualAim = true;
array<jjLAYER@> layers = jjLayerOrderGet();
jjTexturedBGFadePositionY = !jjLowDetail? 0.45:0.5;
if (!jjLowDetail) {
sampleWind = jjSampleLooped(jjLocalPlayers[0].xPos, jjLocalPlayers[0].yPos, SOUND::WIND_WIND2A, sampleWind, 30, 0);
layers[layers.length - 10].hasTiles = jjColorDepth == 16? true:false;
layers[layers.length - 9].spriteMode = jjColorDepth == 16? SPRITE::BLEND_NORMAL : SPRITE::NORMAL;
}
jjIsSnowing = !jjLowDetail;
for (int i = 0; i < 1024; i++) {
jjPARTICLE@ particle = jjParticles[i];
if (particle.type == PARTICLE::FLOWER) {
particle.type = PARTICLE::PIXEL;
particle.pixel.size = jjRandom()%2;
for (uint j = 0; j <= 9; j++) {
particle.pixel.color[j] = 112 + jjRandom()%8;
}
}
if (particle.type == PARTICLE::PIXEL) {
particle.xSpeed = ((particle.pixel.color[0] - 112)*-0.5) - 3;
particle.ySpeed = ((particle.pixel.color[0] - 112)*0.075) + 0.5;
if (jjMaskedPixel(int(particle.xPos + particle.xSpeed), int(particle.yPos + particle.ySpeed))) {
particle.type = PARTICLE::INACTIVE;
}
if (jjTileGet(1, int(particle.xPos/32), int(particle.yPos/32)) == 9) {
particle.type = PARTICLE::INACTIVE;
}
}
}
}
bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
return MLLE::WeaponHook.drawAmmo(player, canvas);
}
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);
}
}
array<uint> BoomerangIDs = {4, 6, 7};
for (uint i = 0; i < BoomerangIDs.length(); i++) {
jjANIMATION@ anim = jjAnimations[jjAnimSets[ANIM::CUSTOM[0]] + BoomerangIDs[i]];
for (uint j = 0; j < anim.frameCount; j++) {
jjANIMFRAME@ frame = jjAnimFrames[anim + j];
jjPIXELMAP sprite(frame);
for (uint x = (BoomerangIDs[i] == 7? 3 : 0); x < (BoomerangIDs[i] == 7? 16 : sprite.width); ++x) {
for (uint y = (BoomerangIDs[i] == 7? 4 : 0); y < (BoomerangIDs[i] == 7? 20 : sprite.height); ++y) {
if (sprite[x,y] >= 64 && sprite[x,y] <= 71) sprite[x,y] -= 32;
if (sprite[x,y] >= 72 && sprite[x,y] <= 79) sprite[x,y] -= 56;
}
}
sprite.save(frame);
}
}
jjSampleLoad(SOUND::WIND_WIND2A, "ezsalt_wind.ogg");
}
namespace WeaponVMega {
namespace Boomerang {
class BoomerangEdit : Weapon {
void onBehave(jjOBJ@ obj) override {
if (obj.state == STATE::START) {
obj.xAcc = (obj.xSpeed + obj.var[7] / 65536.f) * 48;
obj.yAcc = obj.ySpeed * 48;
obj.state = STATE::FLY;
jjSample(obj.xPos, obj.yPos, SOUND::P2_FOEW4, 0, 0);
}
obj.counter += 4;
if (obj.counter > 1) {
sampleBoomerang = jjSampleLooped(obj.xPos, obj.yPos, SOUND::MONKEY_THROW, sampleBoomerang, 0, 0);
}
const auto lastX = obj.xPos, lastY = obj.yPos;
obj.xPos = obj.xOrg + jjSin(obj.counter) * obj.xAcc;
obj.yPos = obj.yOrg + jjSin(obj.counter) * obj.yAcc;
obj.xSpeed = obj.xPos - lastX; //for GetAngle
obj.ySpeed = obj.yPos - lastY; //
obj.lightType = LIGHT::POINT2;
obj.light = 24;
obj.frameID = ((jjGameTicks + obj.objectID) / 3) & 7;
if (obj.frameID >= 4)
obj.frameID = 7 - obj.frameID;
obj.curFrame = jjAnimations[obj.curAnim] + obj.frameID;
if (obj.counter >= 512 || MLLEWeapons::HelpfulBulletFunctions::MaskedPixel(obj) || obj.state == STATE::EXPLODE) {
obj.delete();
if (obj.creatorType == CREATOR::PLAYER) {
const jjPLAYER@ play = jjPlayers[obj.creator];
if (abs(obj.xPos - play.xPos) <= 20 && abs(obj.yPos - play.yPos) <= 20) {
return; //inside shooter; no explosion anim needed
}
}
jjObjects[jjAddObject(OBJECT::EXPLOSION, obj.xPos, obj.yPos, obj.objectID, CREATOR::OBJECT)].curAnim = obj.killAnim;
return;
} else if (obj.counter == 256 && obj.creatorType == CREATOR::PLAYER) { //reverse
obj.xAcc = obj.xPos - (obj.xOrg = jjPlayers[obj.creator].xPos);
obj.yAcc = obj.yPos - (obj.yOrg = jjPlayers[obj.creator].yPos);
}
jjDrawRotatedSpriteFromCurFrame(
obj.xPos, obj.yPos,
obj.curFrame,
MLLEWeapons::HelpfulBulletFunctions::GetAngle(obj), MLLEWeapons::HelpfulBulletFunctions::GetDirection(obj), 1,
SPRITE::SINGLEHUE, !MLLEWeapons::HelpfulBulletFunctions::IsPowerup(obj) ? 33 : 17
);
}
}
}
}
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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