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#pragma require "bubblegun.j2a"
uint spreadShotCountdown = 0;
uint R = 125;
uint G = 220;
uint B = 250;
uint light = 100;


void onLevelLoad() {
	jjObjectPresets[OBJECT::ELECTROBULLETPU].eventID = OBJECT::ELECTROBULLET;
	jjLayerOrderSet(array<jjLAYER@> = {jjLayers[3], jjLayers[4], jjLayers[1], jjLayers[5], jjLayers[6], jjLayers[2], jjLayers[7], jjLayers[8]});
	jjWeapons[WEAPON::GUN8].spread = SPREAD::NORMAL;
	jjWeapons[WEAPON::GUN9].allowed = true;
	jjWeapons[WEAPON::GUN9].allowedPowerup = true;
	
	jjObjectPresets[OBJECT::CHIPS].scriptedCollisions = true;
	jjObjectPresets[OBJECT::CHIPS].behavior = SpreadShot();
	
	jjAnimSets[ANIM::CUSTOM[0]].load(0, "BubbleGun.j2a");
	jjAnimSets[ANIM::CUSTOM[1]].load(1, "BubbleGun.j2a");
	jjAnimSets[ANIM::CUSTOM[2]].load(2, "BubbleGun.j2a");
	jjAnimations[jjAnimSets[ANIM::AMMO] + 29] = jjAnimations[jjAnimSets[ANIM::AMMO] + 8];
	jjAnimations[jjAnimSets[ANIM::AMMO] + 28] = jjAnimations[jjAnimSets[ANIM::CUSTOM[0]] + 0];
	
	jjObjectPresets[OBJECT::ICEBULLET].special = jjObjectPresets[OBJECT::ICEBULLET].determineCurAnim(ANIM::AMMO, 8);
	jjObjectPresets[OBJECT::ICEBULLET].behavior = BubbleGun;
	jjObjectPresets[OBJECT::ICEBULLET].xSpeed = 2;
	jjObjectPresets[OBJECT::ICEBULLET].counterEnd = 105;
	jjObjectPresets[OBJECT::ICEBULLET].var[6] = 0;
	jjObjectPresets[OBJECT::ICEBULLET].freeze = 0;
	jjObjectPresets[OBJECT::ICEBULLET].lightType = jjObjectPresets[OBJECT::BLASTERBULLET].lightType;

	jjObjectPresets[OBJECT::ICEBULLETPU].special = jjObjectPresets[OBJECT::ICEBULLETPU].determineCurAnim(ANIM::CUSTOM[0], 0);
	jjObjectPresets[OBJECT::ICEBULLETPU].behavior = BubbleGunPU;
	jjObjectPresets[OBJECT::ICEBULLETPU].xSpeed = 3;
	jjObjectPresets[OBJECT::ICEBULLETPU].counterEnd = 105;
	jjObjectPresets[OBJECT::ICEBULLETPU].var[6] = 0;
	jjObjectPresets[OBJECT::ICEBULLETPU].freeze = 0;
	jjObjectPresets[OBJECT::ICEBULLETPU].lightType = jjObjectPresets[OBJECT::BLASTERBULLET].lightType;
	
	jjObjectPresets[OBJECT::ICEPOWERUP].determineCurAnim(ANIM::CUSTOM[1], 0, true);
	
	jjWeapons[WEAPON::ICE].spread = SPREAD::NORMAL;
	jjWeapons[WEAPON::ICE].defaultSample = false;
	
	jjANIMATION@ anim = jjAnimations[jjAnimSets[ANIM::AMMO] + 8];
		for (uint j = 0; j < anim.frameCount; j++) {
			jjANIMFRAME@ frame = jjAnimFrames[anim + j];
			jjPIXELMAP sprite(frame);
			for (uint x = 0; x < sprite.width; ++x) {
				for (uint y = 0; y < sprite.height; ++y) {
					if (sprite[x,y] >= 32 && sprite[x,y] <= 39) sprite[x,y] -= 8;
				}
			}
			sprite.save(frame);
		}
	
	jjANIMATION@ anim2 = jjAnimations[jjAnimSets[ANIM::CUSTOM[0]] + 0];
		for (uint j = 0; j < anim2.frameCount; j++) {
			jjANIMFRAME@ frame2 = jjAnimFrames[anim2 + j];
			jjPIXELMAP sprite2(frame2);
			for (uint x = 0; x < sprite2.width; ++x) {
				for (uint y = 0; y < sprite2.height; ++y) {
					if (sprite2[x,y] >= 80 && sprite2[x,y] <= 87) sprite2[x,y] -= 40;
				}
			}
			sprite2.save(frame2);
		}
		
	jjANIMATION@ anim3 = jjAnimations[jjAnimSets[ANIM::CUSTOM[1]] + 0];
		for (uint j = 0; j < anim3.frameCount; j++) {
			jjANIMFRAME@ frame3 = jjAnimFrames[anim3 + j];
			jjPIXELMAP sprite3(frame3);
			for (uint x = 0; x < sprite3.width; ++x) {
				for (uint y = 0; y < sprite3.height; ++y) {
					if (sprite3[x,y] >= 80 && sprite3[x,y] <= 87) sprite3[x,y] -= 40;
				}
			}
			sprite3.save(frame3);
		}
	generateCustomSpringSprites(jjAnimSets[ANIM::CUSTOM[0]], array<uint> = {64, 40});
	turnIntoCustomSpring(jjObjectPresets[OBJECT::FROZENSPRING], 0, 34.f, false);
	turnIntoCustomSpring(jjObjectPresets[OBJECT::HORREDSPRING], 1, 19.f, false);
}

void resetSpread() {
	jjWeapons[WEAPON::BLASTER].spread = SPREAD::NORMAL;
	jjWeapons[WEAPON::BOUNCER].spread = SPREAD::NORMAL;
	jjWeapons[WEAPON::ICE].spread = SPREAD::ICE;
	jjWeapons[WEAPON::SEEKER].spread = SPREAD::NORMAL;
	jjWeapons[WEAPON::RF].spread = SPREAD::RF;
	jjWeapons[WEAPON::TNT].spread = SPREAD::NORMAL;
	jjWeapons[WEAPON::TOASTER].spread = SPREAD::TOASTER;
	jjWeapons[WEAPON::GUN8].spread = SPREAD::NORMAL;
	jjWeapons[WEAPON::GUN9].spread = SPREAD::NORMAL;
}

uint16 angle = 0;

void onPlayer(jjPLAYER@ p) {
handleFastCustomSpringSpeeds(p);
	
	p.lightType = LIGHT::NONE;
	p.lighting = light;


	p.powerup[9] = true;
	if (spreadShotCountdown > 0 && jjGameTicks % 70 == 0) {
		spreadShotCountdown--;
		if (spreadShotCountdown == 0) {
			resetSpread();
		}
	}
	else if (spreadShotCountdown == 15) {
		for (uint i = 1; i <= 9; i++) {
			jjWeapons[i].spread = SPREAD::RFPU;
		}  
	}
	if (spreadShotCountdown > 0) {
		jjTEXTAPPEARANCE normal(STRING::NORMAL);
		
		int x = int(p.cameraX);
		int y = int(p.cameraY);
		
		jjDrawSprite(x + jjResolutionWidth - 72, y + jjResolutionHeight - 270, ANIM::PICKUPS, 87, jjGameTicks >> 2, 0, SPRITE::NORMAL, 0, 1);
		jjDrawString(x + jjResolutionWidth - 55, y + jjResolutionHeight - 274, "" + spreadShotCountdown, STRING::MEDIUM, normal, 0, SPRITE::PALSHIFT, 0, 1);
	}
	if (p.health == 0) {
		spreadShotCountdown == 0;
		resetSpread();
	}
	angle += 12;

}

class SpreadShot : jjBEHAVIORINTERFACE {
	void onBehave(jjOBJ@ obj) {
		obj.behave(BEHAVIOR::PICKUP, false);
		obj.light = 12;
		obj.lightType = LIGHT::BRIGHT;
			obj.xPos=obj.xOrg+0*jjSin(-jjGameTicks*5+int(obj.xOrg)*32/3);
			obj.yPos=obj.yOrg+0*jjCos(-jjGameTicks*5+int(obj.xOrg)*32/3);	}
	void onDraw(jjOBJ@ obj) {
		jjDrawRotatedSprite(obj.xPos, obj.yPos + 10, ANIM::AMMO, 37, jjGameTicks >> 2, angle, 1, 1, SPRITE::NORMAL, 0, 1);
		jjDrawRotatedSprite(obj.xPos, obj.yPos, ANIM::AMMO, 37, jjGameTicks >> 2, angle, 1, 1, SPRITE::NORMAL, 0, 1);
		jjDrawRotatedSprite(obj.xPos, obj.yPos - 10, ANIM::AMMO, 37, jjGameTicks >> 2, angle, 1, 1, SPRITE::NORMAL, 0, 1);
	}
	bool onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ p, int force) {
		obj.bulletHandling = HANDLING::IGNOREBULLET;
		obj.behavior = BEHAVIOR::EXPLOSION2;
		obj.scriptedCollisions = false;
		obj.frameID = 0;
		if (p.isLocal) spreadShotCountdown = 15;
		jjSamplePriority(SOUND::COMMON_PICKUP1);
		return true;
	}
}

void BubbleGun(jjOBJ@ bubble) {
    if (bubble.state == STATE::START) {
		bubble.state = STATE::FLY;
		if (jjPlayers[bubble.creatorID].isLocal) jjSample(bubble.xPos, bubble.yPos, SOUND::COMMON_PLOP2, 0, 0);
	}
	
	if (bubble.state == STATE::FLY) jjDrawSpriteFromCurFrame(bubble.xPos, bubble.yPos, bubble.curFrame, bubble.direction, SPRITE::NORMAL); 
	
	if (jjMaskedPixel(int(bubble.xPos) + int(bubble.xSpeed), int(bubble.yPos)) || jjMaskedPixel(int(bubble.xPos) - int(bubble.xSpeed), int(bubble.yPos)) || jjMaskedPixel(int(bubble.xPos), int(bubble.yPos) + int(bubble.ySpeed)) || jjMaskedPixel(int(bubble.xPos), int(bubble.yPos) - int(bubble.ySpeed))) {
		jjSample(bubble.xPos, bubble.yPos, SOUND::P2_SPLOUT, 0, 0);
	}
	
	bubble.behave(BEHAVIOR::WATERSHIELDBULLET, false);
	
	if (bubble.state == STATE::FLY && bubble.counter > 0) {
		switch (bubble.direction) {
			case 1: bubble.xSpeed = bubble.xSpeed - 0.04; bubble.ySpeed = bubble.ySpeed - 0.04; break;
			case -1: bubble.xSpeed = bubble.xSpeed + 0.04; bubble.ySpeed = bubble.ySpeed - 0.04; break;
		}
	}
	
	bubble.killAnim = jjObjectPresets[OBJECT::WATERSHIELDBULLET].killAnim;
}

void BubbleGunPU(jjOBJ@ bubble) {
	if (bubble.state == STATE::START) {
		bubble.state = STATE::FLY;
		if (jjPlayers[bubble.creatorID].isLocal) jjSample(bubble.xPos, bubble.yPos, SOUND::COMMON_PLOP2, 0, 0);
	}
	
	if (bubble.state == STATE::FLY) jjDrawSpriteFromCurFrame(bubble.xPos, bubble.yPos, bubble.curFrame, bubble.direction, SPRITE::NORMAL); 

	if (jjMaskedPixel(int(bubble.xPos) + int(bubble.xSpeed), int(bubble.yPos)) || jjMaskedPixel(int(bubble.xPos) - int(bubble.xSpeed), int(bubble.yPos)) || jjMaskedPixel(int(bubble.xPos), int(bubble.yPos) + int(bubble.ySpeed)) || jjMaskedPixel(int(bubble.xPos), int(bubble.yPos) - int(bubble.ySpeed))) {
		jjSample(bubble.xPos, bubble.yPos, SOUND::P2_SPLOUT, 0, 0);
	}
	
	bubble.behave(BEHAVIOR::WATERSHIELDBULLET, false);
	
	if (bubble.state == STATE::FLY && bubble.counter > 0) {
		switch (bubble.direction) {
			case 1: bubble.xSpeed = bubble.xSpeed - 0.1; bubble.ySpeed = bubble.ySpeed - 0.08; break;
			case -1: bubble.xSpeed = bubble.xSpeed + 0.1; bubble.ySpeed = bubble.ySpeed - 0.08; break;
		}
	}
	
	bubble.killAnim = jjObjectPresets[OBJECT::WATERSHIELDBULLET].killAnim;
}



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.causesRicochet = 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 handleFastCustomSpringSpeeds(jjPLAYER@ player) {
	if (player.ySpeed < -32.f) {
		fastCustomSpringSpeeds[player.localPlayerID] = int(ceil((player.ySpeed + 30.f) / -0.125f));
	} else if (fastCustomSpringSpeeds[player.localPlayerID] != 0) {
		if (player.ySpeed < -31.f) {
			fastCustomSpringSpeeds[player.localPlayerID]--;
			player.ySpeed = -64.f;
		} else {
			fastCustomSpringSpeeds[player.localPlayerID] = 0;
		}
	}
}