Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Triton`s Trench | Lark | Capture the flag | N/A |
const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.6.asc" ///@MLLE-Generated
#pragma require "olcfishtank2024-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "Beach2.j2t" ///@MLLE-Generated
#pragma require "Jungle1.j2t" ///@MLLE-Generated
#pragma require "Islands.j2t" ///@MLLE-Generated
#pragma require "Tubolation.j2t" ///@MLLE-Generated
#pragma require "HauntedH1.j2t" ///@MLLE-Generated
#pragma require "Beach.j2t" ///@MLLE-Generated
#pragma require "Keen 4 Hotel 3.j2t" ///@MLLE-Generated
#pragma require "Keen 4 Ice.j2t" ///@MLLE-Generated
#pragma require "olcfishtank2024.j2l" ///@MLLE-Generated
#pragma require "BLUB1.wav"
#pragma require "blub2.wav"
void onLevelLoad() {
jjObjectPresets[OBJECT::APPLE].determineCurAnim(ANIM::FISH, 1); //fish behavior 1
jjObjectPresets[OBJECT::APPLE].playerHandling = HANDLING::SPECIALDONE;
jjObjectPresets[OBJECT::APPLE].behavior = BEHAVIOR::BEE;
jjObjectPresets[OBJECT::BANANA].determineCurAnim(ANIM::UTERUS, 7); //crab that doesn't work properly
jjObjectPresets[OBJECT::BANANA].playerHandling = HANDLING::SPECIALDONE;
jjObjectPresets[OBJECT::BANANA].behavior = BEHAVIOR::WALKINGENEMY;
jjObjectPresets[OBJECT::BURGER].determineCurAnim(ANIM::FISH, 1); //fish behavior 2
jjObjectPresets[OBJECT::BURGER].playerHandling = HANDLING::SPECIALDONE;
jjObjectPresets[OBJECT::BURGER].behavior = BEHAVIOR::DRAGONFLY;
jjObjectPresets[OBJECT::CAKE].determineCurAnim(ANIM::UTERUS, 7);
jjObjectPresets[OBJECT::CAKE].playerHandling = HANDLING::SPECIALDONE; //useless it doesn't work
jjObjectPresets[OBJECT::CAKE].behavior = BEHAVIOR::MOTH;
jjObjectPresets[OBJECT::MOTH].determineCurAnim(ANIM::UTERUS, 7);
jjObjectPresets[OBJECT::BLASTERBULLET].curAnim = jjObjectPresets[OBJECT::LIGHTNINGSHIELDBULLET].curAnim; //stock bullet sprites are ugly yellow, this makes them cool
jjObjectPresets[OBJECT::BLASTERBULLET].special = jjObjectPresets[OBJECT::LIGHTNINGSHIELDBULLET].curAnim;
jjObjectPresets[OBJECT::CRAB].playerHandling = HANDLING::SPECIALDONE; //crabs don't hurt you
jjObjectPresets[OBJECT::BLASTERBULLET].xSpeed = 15;
jjSampleLoad(SOUND::AMMO_GUNFLP, "blub1.wav");
jjSampleLoad(SOUND::AMMO_GUNFLP1, "blub2.wav");
jjSampleLoad(SOUND::AMMO_GUNFLP2, "blub1.wav");
jjSampleLoad(SOUND::AMMO_GUNFLP3, "blub2.wav");
jjSampleLoad(SOUND::AMMO_GUNFLP4, "blub1.wav");
jjSampleLoad(SOUND::AMMO_GUNFLPL, "blub2.wav");
jjSampleLoad(SOUND::AMMO_FUMP, "blub2.wav");
jjObjectPresets[OBJECT::BOUNCERBULLETPU].determineCurAnim(ANIM::UTERUS, 1); //pink powered up bouncers
jjObjectPresets[OBJECT::BOUNCERBULLETPU].special = jjObjectPresets[OBJECT::LASER].curAnim;
jjObjectPresets[OBJECT::BOUNCERBULLET].curAnim = jjObjectPresets[OBJECT::BUBBLE].curAnim; //bubbly bouncer bullets
jjObjectPresets[OBJECT::BOUNCERBULLET].special = jjObjectPresets[OBJECT::BUBBLE].curAnim;
jjObjectPresets[OBJECT::BOUNCERAMMO3].curAnim = jjObjectPresets[OBJECT::BUBBLE].curAnim;
jjObjectPresets[OBJECT::SEEKERAMMO3].curAnim = jjObjectPresets[OBJECT::CHEESE].curAnim;
jjObjectPresets[OBJECT::SEEKERAMMO3].special = jjObjectPresets[OBJECT::CHEESE].curAnim;
jjPIXELMAP(957).save(jjAnimFrames[jjObjectPresets[OBJECT::CHEESE].curFrame]);
jjPIXELMAP(957).save(jjAnimFrames[jjObjectPresets[OBJECT::SEEKERAMMO3].curFrame]);
for (int i = 0;i < 5;i++) {
for (int j = 0;j < 3;j++) {
jjPIXELMAP(957).save(jjAnimFrames[jjAnimations[jjAnimSets[ANIM::AMMO].firstAnim + 35 + i].firstFrame + j]); } } //sets seeker animation to keen 4 gem
jjWaterLayer = 6; //thank you violet for the water
}
void onDrawLayer6(jjPLAYER@ play, jjCANVAS@ screen) {
jjSetWaterLevel(-32, true);
}
void onDrawLayer4(jjPLAYER@ play, jjCANVAS@ screen) {
jjSetWaterLevel(16000, true);
}
void onLevelReload() {
MLLE::ReapplyPalette();
}
// void onPlayer() {
// p.jumpStrength = -100;
// }
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