Downloads containing ab22btl19.j2as

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TSF with JJ2+ Only: Anniversary Bash 22 levels Jazz2Online Multiple N/A Download file

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  1. const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, se::RollerMLLEWrapper(), null, null, SuperToaster::Weapon(), WeaponVMega::Boomerang::Weapon(), null, null}); ///@MLLE-Generated
  2. #include "MLLE-Include-1.5w.asc" ///@MLLE-Generated
  3. #pragma require "ab22btl19-MLLE-Data-3.j2l" ///@MLLE-Generated
  4. #pragma require "ab22btl19-MLLE-Data-2.j2l" ///@MLLE-Generated
  5. #pragma require "ab22btl19-MLLE-Data-1.j2l" ///@MLLE-Generated
  6. #pragma require "ab22btl19.j2l" ///@MLLE-Generated
  7. #include "WeaponVMega1.asc" ///@MLLE-Generated
  8. #pragma require "WeaponVMega1.asc" ///@MLLE-Generated
  9. #include "SuperToaster.asc" ///@MLLE-Generated
  10. #pragma require "SuperToaster.asc" ///@MLLE-Generated
  11. #include "SEroller-mlle.asc" ///@MLLE-Generated
  12. #pragma require "SEroller-mlle.asc" ///@MLLE-Generated
  13. #pragma require "MLLE-Weapons.asc"
  14.  
  15. bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
  16.         return MLLE::WeaponHook.drawAmmo(player, canvas);
  17. }
  18.  
  19. bool lightning = false, toggleLayers = true;
  20. int lightningDelay = 250;
  21.  
  22. void onLevelLoad() {
  23.         jjAnimSets[ANIM::RAVEN].load();
  24.         jjAnimSets[ANIM::RAPIER].load();
  25.         jjAnimSets[ANIM::SKELETON].load();
  26.  
  27.         jjUseLayer8Speeds = true;
  28.        
  29.         generateCustomSpringSprites(jjAnimSets[ANIM::CUSTOM[9]], array<uint> = {40, 16, 64, 88});
  30.     turnIntoCustomSpring(jjObjectPresets[OBJECT::FROZENSPRING], 0, 19.75f, false);
  31.     turnIntoCustomSpring(jjObjectPresets[OBJECT::HORREDSPRING], 1, 22.25f, false);
  32.     turnIntoCustomSpring(jjObjectPresets[OBJECT::HORBLUESPRING], 3, 33.3f, false);
  33.        
  34.         jjObjectPresets[OBJECT::HORREDSPRING].causesRicochet = jjObjectPresets[OBJECT::HORBLUESPRING].causesRicochet = false;
  35.        
  36.         jjDelayGeneratedCrateOrigins = true;
  37.        
  38.     jjObjectPresets[OBJECT::GUN9POWERUP].direction = -1;
  39.         jjObjectPresets[OBJECT::ICEPOWERUP].direction = 0;
  40.         jjObjectPresets[OBJECT::RFPOWERUP].direction = -1;
  41.         jjObjectPresets[OBJECT::TNTPOWERUP].direction = -1;
  42.        
  43.         jjANIMATION@ anim = jjAnimations[jjAnimSets[ANIM::BAT] + 1];
  44.                 for (uint j = 0; j < anim.frameCount; j++) {
  45.                         jjANIMFRAME@ frame = jjAnimFrames[anim + j];
  46.                         jjPIXELMAP sprite(frame);
  47.                         for (uint x = 0; x < sprite.width; ++x) {
  48.                                 for (uint y = 0; y < sprite.height; ++y) {
  49.                                         if (sprite[x,y] >= 88 && sprite[x,y] <= 95) sprite[x,y] += 136;
  50.                                 }
  51.                         }
  52.                         sprite.save(frame);
  53.         }
  54. }
  55.  
  56. void onMain() {
  57.         if (!jjLowDetail) {
  58.        
  59.                 if (lightning && lightningDelay > 0) lightningDelay--;
  60.        
  61.                 if (jjGameTicks % 600 >= 575 && jjGameTicks % 600 <= 579) jjSetFadeColors(255,255,255);
  62.                 else if (jjGameTicks % 600 >= 580) {
  63.                         int timer = 600 - jjGameTicks % 600;
  64.                         jjSetFadeColors(15 + timer * 195 / 20, 30 + timer * 180 / 20, 45 + timer * 165 / 20);
  65.                         lightning = true;
  66.                         lightningDelay = 250;
  67.                 }
  68.        
  69.                 if (lightning && lightningDelay == 0) {
  70.                         jjSample(jjLocalPlayers[0].xPos, jjLocalPlayers[0].yPos < jjWaterLevel? jjLocalPlayers[0].yPos : jjWaterLevel, SOUND::BILSBOSS_THUNDER, jjTriggers[30] && jjLocalPlayerCount == 1? 12:42, 0);
  71.                         lightning = false;
  72.                 }
  73.         }
  74.  
  75.        
  76.         jjWeapons[WEAPON::TNT].comesFromGunCrates = true;      
  77.         jjWeapons[WEAPON::GUN8].comesFromGunCrates = true;
  78.     jjWeapons[WEAPON::GUN9].comesFromGunCrates = true;
  79. }
  80.  
  81. jjANIMSET@ customSpringSprite;
  82. array<int> fastCustomSpringSpeeds(jjLocalPlayerCount);
  83. bool generateCustomSpringSprites(jjANIMSET@ anim, const array<uint> &in colors) {
  84.     int length = colors.length();
  85.     bool success = (@customSpringSprite = anim).allocate(array<uint>(length * 3, 5)) !is null;
  86.     if (success) {
  87.         uint srcSet = jjAnimSets[ANIM::SPRING];
  88.         for (int i = 0; i < length; i++) {
  89.             uint color = colors[i];
  90.             uint destAnimOffset = anim + i * 3;
  91.             for (int j = 0; j < 3; j++) {
  92.                 uint srcAnim = jjAnimations[srcSet + j];
  93.                 uint destAnim = jjAnimations[destAnimOffset + j];
  94.                 for (int k = 0; k < 5; k++) {
  95.                     jjPIXELMAP image(jjAnimFrames[destAnim + k] = jjAnimFrames[srcAnim + k]);
  96.                     int width = image.width;
  97.                     int height = image.height;
  98.                     for (int l = 0; l < height; l++) {
  99.                         for (int m = 0; m < width; m++) {
  100.                             int pixel = image[m, l];
  101.                             if (pixel >= 32 && pixel < 40)
  102.                                 image[m, l] = color + (pixel & 7);
  103.                         }
  104.                     }
  105.                     if (!image.save(jjAnimFrames[destAnim + k]))
  106.                         return false;
  107.                 }
  108.             }
  109.         }
  110.     }
  111.     return success;
  112. }
  113. void initializeCustomSpring(jjOBJ@ obj) {
  114.     int anim = obj.curAnim;
  115.     obj.behave(obj.behavior = BEHAVIOR::SPRING, false);
  116.     if (obj.curAnim != anim) {
  117.         obj.curAnim = anim + 2;
  118.         obj.determineCurFrame();
  119.     }
  120.     obj.draw();
  121. }
  122.  
  123. void turnIntoCustomSpring(jjOBJ@ obj, uint color, float power, bool horizontal) {
  124.     if (horizontal) {
  125.         obj.xSpeed = power;
  126.         obj.ySpeed = 0.f;
  127.     } else {
  128.         obj.xSpeed = 0.f;
  129.         obj.ySpeed = -power;
  130.         if (obj.state == STATE::START && obj.creatorType == CREATOR::LEVEL) {
  131.             int x = int(obj.xPos) >> 5;
  132.             int y = int(obj.yPos) >> 5;
  133.             if (jjParameterGet(x, y, 0, 1) != 0) {
  134.                 jjParameterSet(x, y, 0, 1, 0);
  135.                 obj.yPos -= 4.f;
  136.                 obj.ySpeed = power;
  137.             }
  138.         }
  139.     }
  140.     obj.behavior = initializeCustomSpring;
  141.     obj.curAnim = customSpringSprite + color * 3 + (horizontal ? 1 : 0);
  142.     obj.energy = obj.frameID = obj.freeze = obj.justHit = obj.light = obj.points = 0;
  143.     obj.isBlastable = obj.isTarget = obj.scriptedCollisions = obj.triggersTNT = false;
  144.     obj.deactivates = obj.isFreezable = true;
  145.     obj.bulletHandling = HANDLING::IGNOREBULLET;
  146.     obj.playerHandling = HANDLING::SPECIAL;
  147.     obj.lightType = LIGHT::NORMAL;
  148.     obj.determineCurFrame();
  149. }
  150.  
  151. void handleFastCustomSpringSpeeds(jjPLAYER@ play) {
  152.         if (play.ySpeed < -32.f) {
  153.                 fastCustomSpringSpeeds[play.localPlayerID] = int(ceil((play.ySpeed + 32.f) / -0.125f));
  154.         } else if (fastCustomSpringSpeeds[play.localPlayerID] != 0) {
  155.                 if (play.ySpeed < -31.f) {
  156.                         fastCustomSpringSpeeds[play.localPlayerID]--;
  157.                         play.ySpeed = -32.f;
  158.                 } else {
  159.                         fastCustomSpringSpeeds[play.localPlayerID] = 0;
  160.                 }
  161.         }
  162. }
  163.  
  164. array<bool> canJump(jjLocalPlayerCount, true);
  165. array<bool> canJumpTwo(jjLocalPlayerCount, true);
  166.  
  167. void onPlayer(jjPLAYER@ player) {
  168.         array<jjLAYER@> layers = jjLayerOrderGet();
  169.         if (!jjLowDetail) {
  170.                 if (player.cameraY >= 41*32) {
  171.                         toggleLayers = true;
  172.                 }
  173.                 else toggleLayers = false;
  174.                
  175.                 layers[17].hasTiles =
  176.                 layers[18].hasTiles =
  177.                 layers[19].hasTiles =
  178.                 layers[20].hasTiles = toggleLayers;
  179.                
  180.                 layers[23].hasTiles =
  181.                 layers[24].hasTiles =
  182.                 layers[25].hasTiles =
  183.                 layers[26].hasTiles =
  184.                 layers[27].hasTiles =
  185.                 layers[28].hasTiles =
  186.                 layers[29].hasTiles = !toggleLayers;
  187.         }
  188.  
  189.         player.lightType = LIGHT::NONE;
  190.                
  191.     handleFastCustomSpringSpeeds(player);
  192.        
  193.         if (!canJump[player.localPlayerID]) {
  194.         player.keyJump = player.keyDown = player.keyFire = player.keyLeft = player.keyRight = false;
  195.     }
  196.        
  197.         if (!canJumpTwo[player.localPlayerID]) {
  198.         player.keyJump = player.keyDown = player.keyFire = false;
  199.     }
  200.        
  201.         if (player.health == 0 || jjGameTicks == 1){
  202.           canJump[player.localPlayerID] = true;
  203.           canJumpTwo[player.localPlayerID] = true;
  204.          // player.yOrg += 32;
  205.         }
  206.        
  207.         if (jjLocalPlayerCount == 1) player.lighting = jjTriggers[30]? 55:85;
  208. }
  209.  
  210. void onLevelReload() {
  211.         MLLE::Palette.apply();
  212. }
  213.  
  214.  
  215. void onFunction3(jjPLAYER@ play, bool preventJump) {
  216.     canJump[play.localPlayerID] = preventJump;
  217. }
  218.  
  219. void onFunction4(jjPLAYER@ play, bool preventJump) {
  220.     canJumpTwo[play.localPlayerID] = preventJump;
  221. }
  222.  
  223. void onFunction0(jjPLAYER@ play) {
  224.         jjIsSnowing = true;
  225. }
  226.  
  227. void onFunction1(jjPLAYER@ play) {
  228.         jjIsSnowing = false;
  229. }
  230.  
  231. class Raven {
  232.     private float xPos, yPos, xOrg, yOrg, minScale, maxScale;
  233.     private int direction, param;
  234.    
  235.     void setParameters(Raven@ raven, float xOrg, float yOrg, float minScale, float maxScale, int direction, int param) {
  236.         raven.xOrg = xOrg;
  237.         raven.yOrg = yOrg;
  238.         raven.minScale = minScale;
  239.         raven.maxScale = maxScale;
  240.         raven.direction = direction;
  241.         raven.param = param;
  242.     }
  243.    
  244.     void getPosition(Raven@ raven) {
  245.         raven.xPos = jjSin(jjGameTicks*2)*140*raven.direction + raven.xOrg;
  246.         raven.yPos = jjCos(jjGameTicks*2)*22*raven.direction + raven.yOrg;
  247.     }
  248.    
  249.     void draw(Raven@ raven, jjCANVAS@ canvas) {
  250.         canvas.drawResizedSprite(int(raven.xPos), int(raven.yPos), ANIM::RAVEN, raven.yPos > (raven.yOrg + 0.24) && raven.yPos < (raven.yOrg + 2.8)? 2:1, jjGameTicks >> 3, raven.yPos >= (raven.yOrg + 2.8)? maxScale:-minScale, raven.yPos >= (raven.yOrg + 2.8)? maxScale:minScale, SPRITE::BRIGHTNESS, param);
  251.     }
  252. }
  253.  
  254.  
  255. void onDrawLayer7(jjPLAYER@ play, jjCANVAS@ canvas) {
  256.     array<Raven> ravens(10);
  257.  
  258.     ravens[0].setParameters(ravens[0], 20*32, 5*32, 0.8, 0.86, 1, 70);
  259.     ravens[0].getPosition(ravens[0]);
  260.        
  261.     ravens[0].draw(ravens[0], canvas);
  262.        
  263.         ravens[1].setParameters(ravens[1], 35*32, -1*32, 0.6, 0.67, -1, 70);
  264.     ravens[1].getPosition(ravens[1]);
  265.        
  266.     ravens[1].draw(ravens[1], canvas);
  267.        
  268.         ravens[2].setParameters(ravens[2], 50*32, 3*32, 0.78, 0.82, -1, 70);
  269.     ravens[2].getPosition(ravens[2]);
  270.        
  271.         ravens[2].draw(ravens[2], canvas);
  272.        
  273.         ravens[3].setParameters(ravens[3], 60*32, 5*32, 0.65, 0.71, 1, 70);
  274.     ravens[3].getPosition(ravens[3]);
  275.        
  276.     ravens[3].draw(ravens[3], canvas);
  277.        
  278.         ravens[4].setParameters(ravens[4], 73*32, 1*32, 0.7, 0.74, -1, 70);
  279.     ravens[4].getPosition(ravens[4]);
  280.        
  281.     ravens[4].draw(ravens[4], canvas);
  282.        
  283.         ravens[5].setParameters(ravens[5], 84*32, 4*32, 0.78, 0.82, 1, 70);
  284.     ravens[5].getPosition(ravens[5]);
  285.        
  286.         ravens[5].draw(ravens[5], canvas);
  287.        
  288.         ravens[6].setParameters(ravens[6], 97*32, 2*32, 0.6, 0.67, -1, 70);
  289.     ravens[6].getPosition(ravens[6]);
  290.        
  291.     ravens[6].draw(ravens[6], canvas);
  292.        
  293.         ravens[7].setParameters(ravens[7], 105*32, 7*32, 0.78, 0.82, -1, 70);
  294.     ravens[7].getPosition(ravens[7]);
  295.        
  296.         ravens[7].draw(ravens[7], canvas);
  297.        
  298.         ravens[8].setParameters(ravens[8], 98*32, 8*32, 0.84, 0.89, 1, 70);
  299.     ravens[8].getPosition(ravens[8]);
  300.        
  301.         ravens[8].draw(ravens[8], canvas);
  302.        
  303.         ravens[9].setParameters(ravens[9], 124*32, 12*32, 0.78, 0.82, 1, 70);
  304.     ravens[9].getPosition(ravens[9]);
  305.        
  306.         ravens[9].draw(ravens[9], canvas);
  307. }
  308.  
  309. class Rapier {
  310.     private float xPos, yPos, xOrg, yOrg, minScale, maxScale;
  311.     private int direction, param;
  312.        
  313.     void setParameters(Rapier@ rapier, float xOrg, float yOrg, float minScale, float maxScale, int direction, int param) {
  314.         rapier.xOrg = xOrg;
  315.         rapier.yOrg = yOrg;
  316.         rapier.minScale = minScale;
  317.         rapier.maxScale = maxScale;
  318.         rapier.direction = direction;
  319.                 rapier.param = param;
  320.     }
  321.    
  322.     void getPosition(Rapier@ rapier) {
  323.         rapier.xPos = jjSin(jjGameTicks)*64*rapier.direction + rapier.xOrg;
  324.         rapier.yPos = jjCos(jjGameTicks)*16*rapier.direction + rapier.yOrg;
  325.     }
  326.    
  327.     void draw(Rapier@ rapier, jjCANVAS@ canvas) {
  328.         canvas.drawResizedSprite(int(rapier.xPos), int(rapier.yPos), ANIM::RAPIER, rapier.yPos > (rapier.yOrg + 0.24) && rapier.yPos < (rapier.yOrg + 2.8)? 2:2, jjGameTicks >> 3, rapier.yPos >= (rapier.yOrg + 2.8)? maxScale:-minScale, rapier.yPos >= (rapier.yOrg + 2.8)? maxScale:minScale, SPRITE::BRIGHTNESS, param);
  329.     }
  330. }
  331.  
  332. void onDrawLayer6(jjPLAYER@ play, jjCANVAS@ canvas) {
  333.     array<Rapier> rapiers(12);
  334.    
  335.     rapiers[0].setParameters(rapiers[0], 11*32, 114*32, 0.84, 0.9, -1, 30);
  336.     rapiers[0].getPosition(rapiers[0]);
  337.        
  338.         rapiers[0].draw(rapiers[0], canvas);
  339.        
  340.         rapiers[1].setParameters(rapiers[1], 47*32, 100*32, 0.73, 0.78, 1, 30);
  341.     rapiers[1].getPosition(rapiers[1]);
  342.    
  343.     rapiers[1].draw(rapiers[1], canvas);
  344.        
  345.         rapiers[2].setParameters(rapiers[2], 22*32, 113*32, 0.9, 0.94, 1, 30);
  346.     rapiers[2].getPosition(rapiers[2]);
  347.    
  348.     rapiers[2].draw(rapiers[2], canvas);
  349.        
  350.         rapiers[3].setParameters(rapiers[3], 39*32, 111*32, 0.85, 0.91, -1, 30);
  351.     rapiers[3].getPosition(rapiers[3]);
  352.    
  353.     rapiers[3].draw(rapiers[3], canvas);
  354.        
  355.         rapiers[4].setParameters(rapiers[4], 54*32, 109*32, 0.92, 0.97, 1, 30);
  356.     rapiers[4].getPosition(rapiers[4]);
  357.    
  358.     rapiers[4].draw(rapiers[4], canvas);
  359.        
  360.         rapiers[5].setParameters(rapiers[5], 68*32, 107*32, 0.95, 0.99, 1, 30);
  361.     rapiers[5].getPosition(rapiers[5]);
  362.    
  363.     rapiers[5].draw(rapiers[5], canvas);
  364.        
  365.         rapiers[6].setParameters(rapiers[6], 82*32, 106*32, 0.88, 0.93, -1, 30);
  366.     rapiers[6].getPosition(rapiers[6]);
  367.    
  368.     rapiers[6].draw(rapiers[6], canvas);
  369.        
  370.         rapiers[7].setParameters(rapiers[7], 97*32, 93*32, 0.85, 0.91, 1, 30);
  371.     rapiers[7].getPosition(rapiers[7]);
  372.    
  373.     rapiers[7].draw(rapiers[7], canvas);
  374.        
  375.         rapiers[8].setParameters(rapiers[8], 113*32, 91*32, 0.8, 0.85, -1, 30);
  376.     rapiers[8].getPosition(rapiers[8]);
  377.    
  378.     rapiers[8].draw(rapiers[8], canvas);
  379.        
  380.         rapiers[9].setParameters(rapiers[9], 125*32, 78*32, 0.78, 0.83, 1, 30);
  381.     rapiers[9].getPosition(rapiers[9]);
  382.    
  383.     rapiers[9].draw(rapiers[9], canvas);
  384.        
  385.         rapiers[10].setParameters(rapiers[10], 146*32, 80*32, 0.72, 0.75, -1, 30);
  386.     rapiers[10].getPosition(rapiers[10]);
  387.    
  388.     rapiers[10].draw(rapiers[10], canvas);
  389.        
  390.         rapiers[11].setParameters(rapiers[11], 136*32, 86*32, 0.9, 0.75, 1, 30);
  391.     rapiers[11].getPosition(rapiers[11]);
  392.    
  393.     rapiers[11].draw(rapiers[11], canvas);
  394. }
  395.  
  396. void onDrawLayer3(jjPLAYER@ play, jjCANVAS@ canvas) {
  397. // Castle Skeletons
  398.         canvas.drawSprite(29*32, ((135*32) - 6), ANIM::SKELETON, 2, 12, 0, SPRITE::SINGLEHUE, 64);
  399.         canvas.drawSprite(39*32, ((83*32) - 6), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  400.         canvas.drawSprite(((27*32) - 10), ((46*32) - 6), ANIM::SKELETON, 2, 12, 0, SPRITE::SINGLEHUE, 64);
  401.         canvas.drawSprite(152*32, ((75*32) - 6), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  402.         canvas.drawSprite(176*32, ((67*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  403.         canvas.drawSprite(144*32, ((89*32) - 6), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  404.         canvas.drawSprite(114*32, ((90*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  405.         canvas.drawSprite(94*32, ((82*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  406.         canvas.drawSprite(71*32, ((81*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  407.         canvas.drawSprite(84*32, ((80*32) - 6), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  408.         canvas.drawSprite(48*32, ((93*32) - 6), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  409.         canvas.drawSprite(65*32, ((107*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  410.         canvas.drawSprite(((105*32) - 5), ((119*32) - 24), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  411.         canvas.drawSprite(60*32, ((89*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  412.         canvas.drawSprite(49*32, ((106*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  413.         canvas.drawSprite(49*32, ((59*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  414.         canvas.drawSprite(70*32, ((59*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  415.         canvas.drawSprite(105*32, ((59*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  416.         canvas.drawSprite(91*32, ((45*32) - 6), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  417.        
  418. // Castle Bricks Skeletons
  419.         canvas.drawSprite(((119*32) + 10), ((104*32) - 11), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  420.         canvas.drawSprite(((117*32) - 6), ((103*32) - 11), ANIM::SKELETON, 2, 12, 0, SPRITE::SINGLEHUE, 64);
  421.         canvas.drawSprite(((204*32) - 6), ((57*32) - 11), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  422.        
  423.  
  424. // Ice Skeletons
  425.         canvas.drawSprite(14*32, ((151*32) - 16), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  426.         canvas.drawSprite(44*32, ((146*32) - 16), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  427.         canvas.drawSprite(72*32, ((142*32) - 16), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  428.         canvas.drawSprite(142*32, ((120*32) - 16), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  429.         canvas.drawSprite(157*32, ((107*32) - 16), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  430.         canvas.drawSprite(((193*32) - 8), ((105*32) - 16), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  431.         canvas.drawSprite(((190*32) - 8), ((90*32) - 16), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  432.         canvas.drawSprite(((201*32) + 18), ((75*32) - 16), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  433.         canvas.drawSprite(((193*32) + 8), ((76*32) - 16), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  434.  
  435.  
  436. // Snow Skeletons
  437.         canvas.drawSprite(((50*32) - 10), ((19*32) + 2), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  438.         canvas.drawSprite(((99*32) - 10), ((19*32) + 2), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  439.         canvas.drawSprite(((76*32) - 10), ((30*32) + 2), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  440.         canvas.drawSprite(((150*32) + 15), ((35*32) + 2), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  441.         canvas.drawSprite(((135*32) + 10), ((28*32) + 2), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  442.         canvas.drawSprite(((113*32) + 5), ((39*32) + 2), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  443.         canvas.drawSprite(((166*32) + 10), ((51*32) + 2), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  444.         canvas.drawSprite(((178*32) - 10), ((50*32) + 2), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  445.         canvas.drawSprite(((132*32) - 10), ((48*32) + 2), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  446.         canvas.drawSprite(((153*32) + 2), ((58*32) + 2), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  447.         canvas.drawSprite(((122*32) + 2), ((28*32) + 2), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  448.  
  449. // Piled Skeletons
  450.         // Piled on Ice
  451.         canvas.drawSprite(((99*32 - 10)), ((137*32) - 24), ANIM::SKELETON, 2, 12, 0, SPRITE::SINGLEHUE, 64);
  452.         canvas.drawSprite(((97*32 + 4)), ((137*32) - 24), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  453.         canvas.drawSprite(((95*32 + 18)), ((137*32) - 24), ANIM::SKELETON, 2, 12, 0, SPRITE::SINGLEHUE, 64);
  454.         canvas.drawSprite(((98*32 + 8)), ((137*32) - 32), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  455.        
  456.         // Piled on Castle Bricks
  457.         canvas.drawSprite(((174*32) + 10), ((33*32) - 19), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  458.         canvas.drawSprite(((173*32) - 2), ((33*32) - 19), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  459.         canvas.drawSprite(((175*32) - 12), ((33*32) - 19), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  460.         canvas.drawSprite(((174*32) - 6), ((33*32) - 19), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  461.         canvas.drawSprite(((174*32) + 8), ((33*32) - 27), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  462.        
  463.         canvas.drawSprite(((106*32) + 10), ((34*32) - 19), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  464.         canvas.drawSprite(((105*32) - 2), ((34*32) - 19), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  465.         canvas.drawSprite(((107*32) - 12), ((34*32) - 19), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  466.         canvas.drawSprite(((106*32) - 6), ((34*32) - 19), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  467.         canvas.drawSprite(((106*32) + 8), ((34*32) - 27), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  468.        
  469.         // Piled on Castle
  470.         canvas.drawSprite(67*32, ((46*32) - 14), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  471.         canvas.drawSprite(((67*32) + 8), ((46*32) - 14), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  472.         canvas.drawSprite(((71*32) + 8), ((46*32) - 14), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  473.         canvas.drawSprite(((72*32) + 14), ((46*32) - 14), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  474. }
  475.  
  476. void onDrawLayer2(jjPLAYER@ play, jjCANVAS@ canvas) {
  477. // Castle Skeletons
  478.         canvas.drawSprite(67*32, ((46*32) - 5), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  479.         canvas.drawSprite(((68*32) + 5), ((46*32) - 5), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  480.         canvas.drawSprite(((71*32) + 12), ((46*32) - 5), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  481.         canvas.drawSprite(((72*32) + 16), ((46*32) - 5), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  482.         canvas.drawSprite(((70*32) + 24), ((46*32) - 5), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  483.  
  484. // Castle Bricks Skeletons
  485.         canvas.drawSprite(((174*32) - 6), ((33*32) - 11), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  486.         canvas.drawSprite(((173*32) - 16), ((33*32) - 11), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  487.         canvas.drawSprite(((175*32) + 1), ((33*32) - 11), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  488.         canvas.drawSprite(((174*32) + 4), ((33*32) - 11), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  489.        
  490.         canvas.drawSprite(((106*32) - 6), ((34*32) - 11), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  491.         canvas.drawSprite(((105*32) - 16), ((34*32) - 11), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  492.         canvas.drawSprite(((107*32) + 1), ((34*32) - 11), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  493.         canvas.drawSprite(((106*32) + 4), ((34*32) - 11), ANIM::SKELETON, 2, 12, 1, SPRITE::SINGLEHUE, 64);
  494.        
  495.  
  496. // Ice Skeletons
  497.         canvas.drawSprite(100*32, ((137*32) - 16), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  498.         canvas.drawSprite(((98*32) + 14), ((137*32) - 16), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  499.         canvas.drawSprite(((96*32) + 28), ((137*32) - 16), ANIM::SKELETON, 2, 12, 0, SPRITE::SINGLEHUE, 64);
  500.         canvas.drawSprite(((94*32) + 42), ((137*32) - 16), ANIM::SKELETON, 2, 12, -1, SPRITE::SINGLEHUE, 64);
  501. }
  502.