Downloads containing ab22ctf19.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::EnergyBlastMLLEWrapper(), null, null, null, null, null, null}); ///@MLLE-Generated
  2. #include "MLLE-Include-1.5w.asc" ///@MLLE-Generated
  3. #pragma require "ab22ctf19-MLLE-Data-2.j2l" ///@MLLE-Generated
  4. #pragma require "ab22ctf19-MLLE-Data-1.j2l" ///@MLLE-Generated
  5. #pragma require "ab22ctf19.j2l" ///@MLLE-Generated
  6. #include "SEenergyblast-mlle.asc" ///@MLLE-Generated
  7. #pragma require "SEenergyblast-mlle.asc" ///@MLLE-Generated
  8. #include "limitedoxygen.asc"
  9.  
  10. void onLevelLoad() {
  11.         jjUseLayer8Speeds = true;
  12.        
  13.         jjSetWaterLevel(100*32, true);
  14.         jjSetWaterGradient(10, 20, 30, 83, 166, 250);
  15.         jjWaterLighting = WATERLIGHT::GLOBAL;
  16.        
  17.         jjWeapons[WEAPON::ICE].maximum = 50;
  18.        
  19.         jjObjectPresets[OBJECT::FULLENERGY].behavior = CannotBeShotDown();
  20.        
  21.         for (int i = 1120; i <= 1489; i++) {
  22.                 jjPIXELMAP monoliths(i);
  23.                         for (uint x = 0; x < monoliths.width; ++x) {
  24.                                 for (uint y = 0; y < monoliths.height; ++y) {
  25.                                         if (monoliths[x,y] == 13 || monoliths[x,y] == 146) monoliths[x,y] = 220;
  26.                                         if (monoliths[x,y] == 15 || monoliths[x,y] == 176) monoliths[x,y] = 228;
  27.                                         if (monoliths[x,y] == 57 || monoliths[x,y] == 144 || monoliths[x,y] == 240) monoliths[x,y] = 225;
  28.                                         if (monoliths[x,y] == 66 || monoliths[x,y] == 113) monoliths[x,y] = 224;
  29.                                         if (monoliths[x,y] == 65 || monoliths[x,y] == 72 || monoliths[x,y] == 173 || monoliths[x,y] == 177) monoliths[x,y] = 227;
  30.                                         if (monoliths[x,y] == 73) monoliths[x,y] = 226;
  31.                                         if (monoliths[x,y] == 115) monoliths[x,y] = 222;
  32.                                         if (monoliths[x,y] == 119) monoliths[x,y] = 216;
  33.                                         if (monoliths[x,y] == 56 || monoliths[x,y] == 243 || monoliths[x,y] == 244) monoliths[x,y] = 223;
  34.                                 }
  35.                         }
  36.                 monoliths.save(i, true);
  37.         }
  38.        
  39.         jjANIMATION@ anim = jjAnimations[jjAnimSets[ANIM::BRIDGE] + 2];
  40.         for (uint j = 0; j < anim.frameCount; j++) {
  41.                 jjANIMFRAME@ frame = jjAnimFrames[anim + j];
  42.                 jjPIXELMAP sprite(frame);
  43.                 for (uint x = 0; x < sprite.width; ++x) {
  44.                         for (uint y = 0; y < sprite.height; ++y) {
  45.                                 if (sprite[x,y] >= 16 && sprite[x,y] <= 23) sprite[x,y] = 128 + (sprite[x,y]&7)*2;
  46.                         }
  47.                 }
  48.                 sprite.save(frame);
  49.         }
  50.        
  51.         water::maxOxygen = 1500;
  52.        
  53. }
  54.  
  55. class CannotBeShotDown : jjBEHAVIORINTERFACE {
  56.         void onBehave(jjOBJ@ obj) {
  57.                 obj.behave(BEHAVIOR::PICKUP);
  58.                 if (obj.state == STATE::FLOATFALL) obj.state = STATE::FLOAT;
  59.         }
  60. }
  61.  
  62. void onPlayer(jjPLAYER@ play) {
  63.         water::limitedOxygen(play);
  64.        
  65.         play.lightType = LIGHT::NONE;
  66.        
  67.         play.lighting = jjColorDepth == 8? 110:100;
  68.         jjEnforceLighting = jjColorDepth == 8? LIGHT::COMPLETE : LIGHT::OPTIONAL;
  69. }
  70.  
  71. void onPlayerInput(jjPLAYER@ play) {
  72.         if (play.yPos > jjWaterLevel && play.currWeapon == WEAPON::ICE) play.keyFire = false;
  73.         else MLLE::WeaponHook.processPlayerInput(play);
  74. }
  75.  
  76. bool onDrawAmmo(jjPLAYER@ play, jjCANVAS@ canvas) {
  77.         return MLLE::WeaponHook.drawAmmo(play, canvas);
  78. }
  79.  
  80. bool onDrawHealth(jjPLAYER@ play, jjCANVAS@ canvas) {
  81.         water::drawOxygenTimer(play, canvas);
  82.         return false;  
  83. }
  84.