| Name | Author | Game Mode | Rating | |||||
|---|---|---|---|---|---|---|---|---|
| Gravitium Playground | Lark | Battle | N/A | |||||
const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.8.asc" ///@MLLE-Generated
#pragma require "olcgrav2024-MLLE-Data-2.j2l" ///@MLLE-Generated
#pragma require "olcgrav2024-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "Metropo.j2t" ///@MLLE-Generated
#pragma require "SpaceWarbase.j2t" ///@MLLE-Generated
#pragma require "CrysilisV.j2t" ///@MLLE-Generated
#pragma require "Psych1.j2t" ///@MLLE-Generated
#pragma require "DiamUlt-Day.j2t" ///@MLLE-Generated
#pragma require "Lomat.j2t" ///@MLLE-Generated
#pragma require "olcgrav2024.j2l" ///@MLLE-Generated
#pragma require "tyrian_fire.wav"
#pragma require "tyrian_fire3.wav"
#pragma require "tyrian_missile.wav"
#pragma require "tyrian_explosion.wav"
#pragma require "tyrian_pickup.wav"
void onLevelLoad() {
// Blaster: flame graphics for horizontal and upward shots.
jjObjectPresets[OBJECT::BLASTERBULLET].curAnim =
jjObjectPresets[OBJECT::TOASTERBULLET].curAnim;
jjObjectPresets[OBJECT::BLASTERBULLET].special =
jjObjectPresets[OBJECT::BLASTERBULLET].curAnim;
jjObjectPresets[OBJECT::BLASTERBULLETPU].curAnim =
jjObjectPresets[OBJECT::TOASTERBULLETPU].curAnim;
jjObjectPresets[OBJECT::BLASTERBULLETPU].special =
jjObjectPresets[OBJECT::BLASTERBULLETPU].curAnim;
// Bouncer: normal shots use weenies.
jjObjectPresets[OBJECT::BOUNCERBULLET].curAnim =
jjObjectPresets[OBJECT::WEENIE].curAnim;
jjObjectPresets[OBJECT::BOUNCERBULLET].special =
jjObjectPresets[OBJECT::WEENIE].curAnim;
// Powered-up bouncer shots use bananas.
jjObjectPresets[OBJECT::BOUNCERBULLETPU].curAnim =
jjObjectPresets[OBJECT::BANANA].curAnim;
jjObjectPresets[OBJECT::BOUNCERBULLETPU].special =
jjObjectPresets[OBJECT::BANANA].curAnim;
// Bouncer ammo pickup graphics.
jjObjectPresets[OBJECT::BOUNCERAMMO3].curAnim =
jjObjectPresets[OBJECT::WEENIE].curAnim;
jjObjectPresets[OBJECT::BOUNCERAMMO15].curAnim =
jjObjectPresets[OBJECT::BANANA].curAnim;
// Freezer: Electro Blaster behavior with RF graphics.
jjObjectPresets[OBJECT::ICEBULLET].behavior =
BEHAVIOR::ELECTROBULLET;
jjObjectPresets[OBJECT::ICEBULLET].curAnim =
jjObjectPresets[OBJECT::RFBULLET].curAnim;
jjObjectPresets[OBJECT::ICEBULLET].special =
jjObjectPresets[OBJECT::RFBULLET].special;
jjObjectPresets[OBJECT::ICEBULLET].freeze = 0;
jjObjectPresets[OBJECT::ICEBULLET].animSpeed =
jjObjectPresets[OBJECT::ELECTROBULLET].animSpeed;
// Powered-up freezer: apply the same conversion.
jjObjectPresets[OBJECT::ICEBULLETPU].behavior =
BEHAVIOR::ELECTROBULLET;
jjObjectPresets[OBJECT::ICEBULLETPU].curAnim =
jjObjectPresets[OBJECT::RFBULLETPU].curAnim;
jjObjectPresets[OBJECT::ICEBULLETPU].special =
jjObjectPresets[OBJECT::RFBULLETPU].special;
jjObjectPresets[OBJECT::ICEBULLETPU].freeze = 0;
jjObjectPresets[OBJECT::ICEBULLETPU].animSpeed =
jjObjectPresets[OBJECT::ELECTROBULLETPU].animSpeed;
// Blaster sounds.
jjSampleLoad(SOUND::AMMO_GUNJAZZ, "tyrian_fire.wav");
jjSampleLoad(SOUND::AMMO_GUN1, "tyrian_fire.wav");
jjSampleLoad(SOUND::AMMO_GUN2, "tyrian_fire.wav");
jjSampleLoad(SOUND::AMMO_GUN3PLOP, "tyrian_fire.wav");
// Freezer sounds.
jjSampleLoad(SOUND::AMMO_ICEGUN, "tyrian_fire3.wav");
jjSampleLoad(SOUND::AMMO_ICEGUN2, "tyrian_fire3.wav");
jjSampleLoad(SOUND::AMMO_ICEGUNPU, "tyrian_fire3.wav");
// Missile sounds.
jjSampleLoad(SOUND::AMMO_MISSILE, "tyrian_missile.wav");
jjSampleLoad(SOUND::AMMO_LAZRAYS, "tyrian_missile.wav");
// Explosion sounds.
jjSampleLoad(SOUND::AMMO_BOEM1, "tyrian_explosion.wav");
jjSampleLoad(SOUND::COMMON_EXPSM1, "tyrian_explosion.wav");
// Pickup sounds.
jjSampleLoad(SOUND::COMMON_PICKUP1, "tyrian_pickup.wav");
jjSampleLoad(SOUND::COMMON_PICKUPW1, "tyrian_pickup.wav");
}
void onLevelReload() {
MLLE::ReapplyPalette();
}
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