Downloads containing battle1bigA.j2as

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TSF with JJ2+ Only: One Battle1 After Another cooba Multiple N/A Download file

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const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.8.asc" ///@MLLE-Generated
#pragma require "AsteroidSet.j2t" ///@MLLE-Generated
#pragma require "battle1bigA.j2l" ///@MLLE-Generated
///@SaveAndRunArgs -server -battle ///@MLLE-Generated

#include "Spaceship v1-11.asc" //make sure to include this in your level script

void onFunction0(jjPLAYER@ play) {
	jjLayers[6].hasTiles = true;
}

void onFunction1(jjPLAYER@ play) {
	jjLayers[6].hasTiles = false;
}

void onLevelLoad() {
	Spaceship::handleOnLevelLoad();
	Spaceship::handleAnimationWork();
	
	Spaceship::assignHealthPickup(OBJECT::CARROT);
	Spaceship::assignMegaHealthPickup(OBJECT::FULLENERGY);
	Spaceship::assignShieldPickup(OBJECT::PLASMASHIELD);
	Spaceship::assignMegaShieldPickup(OBJECT::WATERSHIELD);
	Spaceship::assignPowerOrb(OBJECT::FIRESHIELD);
	
	//or you can use
	//Spaceship::assignPickupDefaults(); 
	//for the default assignments, which are to set the Health Pickups to replace the Carrot, Mega Health Pickups to replace the Full Energy, Shield Pickups to replace PUs (except Seeker), Mega Shield Pickups to replace the Seeker PU, and Power Orbs to replace Shields
	
	jjLayers[6].hasTiles = false;
}

void onLevelBegin() {
	MLLE::SpawnOffgrids();
	 //level specific, not required
	Spaceship::handleOnLevelBegin();
}

void onPlayer(jjPLAYER@ play) {
	Spaceship::handleOnPlayer(play);
	
	//jjEnforceLighting = (jjColorDepth == 8 && !jjLowDetail)? LIGHT::COMPLETE : LIGHT::OPTIONAL; //level specific, not required
	//play.lighting = (jjColorDepth == 8 && !jjLowDetail)? 110:100; //level specific, not required
}

void onPlayerInput(jjPLAYER@ play) {
	Spaceship::handleOnPlayerInput(play);
}

void onMain() {
	Spaceship::handleOnMain();
}

void onReceive(jjSTREAM &in packet, int clientID) {
	Spaceship::handleOnReceive(packet, clientID);
}

bool onDrawAmmo(jjPLAYER@ play, jjCANVAS@ canvas) {
	Spaceship::handleOnDrawAmmo(play, canvas);
	
	return Spaceship::handleOnDrawAmmo(play, canvas);
}

bool onDrawHealth(jjPLAYER@ play, jjCANVAS@ canvas) {
	Spaceship::handleOnDrawHealth(play, canvas);
	
	return Spaceship::handleOnDrawHealth(play, canvas);
}

void onDrawLayer3(jjPLAYER@ play, jjCANVAS@ canvas) {
	Spaceship::handleOnDrawLayer3(play, canvas);
}

void onLevelReload() {
	MLLE::SpawnOffgridsLocal();
	MLLE::ReapplyPalette();
	 //level specific, not required
}