Downloads containing mo4a_3_cutscene.j2as

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Name Author Game Mode Rating
TSF with JJ2+ Only: Mystery of the Four... chandie Single player 6.6 Download file

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  1. const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
  2. #include "MLLE-Include-1.5.asc" ///@MLLE-Generated
  3. #pragma require "mo4a_3_cutscene.j2l" ///@MLLE-Generated
  4.  
  5. void onPlayer(jjPLAYER@ p) {
  6.         p.idle = 100;
  7.         p.keyRun = false;
  8.         p.keyLeft = false;
  9.         p.lightType = LIGHT::NONE;
  10.         p.keyUp = false;
  11.         p.keyDown = false;
  12.         p.keyRight = false;
  13.  
  14.           p.cameraFreeze(0*32, 0*32, true, false);
  15.  
  16. if(p.keyFire)
  17. jjNxt(false, true);
  18.  
  19. if(p.keyJump)
  20. jjNxt(false, true);
  21.  
  22. if(p.keySelect)
  23. jjNxt(false, true);
  24. }
  25.  
  26.  
  27. bool onDrawHealth(jjPLAYER@ p, jjCANVAS@ canvas) {return true;}
  28. bool onDrawLives(jjPLAYER@ p, jjCANVAS@ canvas)  {return true;}
  29. bool onDrawScore(jjPLAYER@ p, jjCANVAS@ canvas)  {return true;}
  30. bool onDrawAmmo(jjPLAYER@ p, jjCANVAS@ canvas)   {return true;}
  31.  
  32.  
  33.  
  34. jjTEXTAPPEARANCE SignTextAppearance = STRING::NORMAL;
  35. class Sign {
  36.         private int xPos, yPos; //These pixel-based positions will be generated from tile-based positions in the constructor by multiplying by 32
  37.         private string text;
  38.         private uint widthOfText;
  39.         Sign(){} //AngelScript requires any class that appears in any array to have an explicit default constructor, even if it's never called
  40.         Sign(int xTile, int yTile, const string &in t) {
  41.                 xPos = xTile * 32; //Since this is a constant operation, it could strictly be performed in the draw method instead of the constructor, but this way involves fewer multiplication instructions
  42.                 yPos = yTile * 32; //
  43.                 text = t;
  44.                 SignTextAppearance.newline = STRING::SPECIALSIGN; //Causes the drawString method to interpret instances of the \n character as signals to drop down to a new line, similar to the special effect of the @ character in the STRING::SPIN appearance.
  45.                 SignTextAppearance.spacing = -2; //int jjTEXTAPPEARANCE::spacing is new in 5.2, and this particular value is equivalent to prefixing the string with "ยง2". Make sure to check out bool jjTEXTAPPEARANCE::monospace too, though it didn't end up getting used in this level.
  46.                 widthOfText = jjGetStringWidth(text, STRING::SMALL, SignTextAppearance); //Used for determining how large of a dark rectangle should be drawn behind the text. A matching heightOfText value could of course be generated by counting the number of newline characters--for example, "heightOfText = text.split("\n").length * 20;"--but here the rectangles are constant height instead to limit the temptation to ramble on and on.
  47.         }
  48.         void draw(jjCANVAS@ layer, uint8 textIntensity) const { //Because this method will be called from an onDraw method, it's important to have a jjCANVAS@ passed among the arguments.
  49.                 layer.drawRectangle(xPos, yPos - 16, widthOfText + 8, 55, 0, SPRITE::TRANSLUCENT);
  50.                 layer.drawString(xPos, yPos, text, STRING::SMALL, SignTextAppearance, 0, SPRITE::BLEND_HARDLIGHT, textIntensity);
  51.         }
  52. }
  53. const array<Sign> Signs = {
  54.         Sign(2, 13, "LIBRARIAN: Close the gates to the Harbour and don't let\nanyone inside the Library! Master is almost ready.\nGUARD:How would I convince them to seal the Harbour, sir?\nLIBRARIAN: Idiot! Think of something.\nRelease the volcano or so! I've my books to read!\n\nHit ||||||||SPACE |or ||||||||JUMP |to visit ||||||||ATLANTIUS."),
  55.  
  56. };
  57.  
  58. void onDrawLayer2(jjPLAYER@, jjCANVAS@ layer) {
  59.         const uint8 textIntensity = 200 + int(jjSin(jjGameTicks * 16) * 50);
  60.         for (uint signID = 0; signID < Signs.length; ++signID)
  61.                 Signs[signID].draw(layer, textIntensity);
  62.  
  63. }
  64.  
  65.  
  66.  
  67. void onLevelLoad(){
  68.         jjLevelName = ("");
  69. }