const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.5.asc" ///@MLLE-Generated
#pragma require "xlmmonktree-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "xlmbeach1.j2t" ///@MLLE-Generated
#pragma require "Jungle1_1.00g.j2t" ///@MLLE-Generated
#pragma require "HauntedH1.j2t" ///@MLLE-Generated
#pragma require "RollercoasterPark.j2t" ///@MLLE-Generated
#pragma require "xlmmonktree.j2as" ///@MLLE-Generated
void onLevelLoad() {
jjPIXELMAP rain(32,32);
for (uint x = 0; x < rain.width; ++x) {
for (uint y = 0; y < rain.height; ++y) {
if (x == 16) { //draw in the middle of the tile, xPixel 16
if (y <= 24) rain[x,y] = 75; //if at yPixel 24 or less, use color 75
else rain[x,y] = 74; //use color 74 for yPixels 25-32
} else {
rain[x,y] = 0;
}
}
}
jjANIMATION@ anim = jjAnimations[jjAnimSets[ANIM::COMMON].firstAnim + 2];
for (uint frameID = 0; frameID < anim.frameCount; ++frameID) {
jjANIMFRAME@ frame = jjAnimFrames[anim.firstFrame + frameID];
rain.save(frame);
frame.hotSpotX = -frame.width/2;
frame.hotSpotY = -frame.height;
}
}
void onPlayer(jjPLAYER@ play) {
for (int i = 0; i < 1024; i++) { //loop through the global array jjParticles[1024]
jjPARTICLE@ particle = jjParticles[i];
if (particle.type == PARTICLE::RAIN) {
particle.xSpeed = 0; //make rain fall straight down
particle.ySpeed = play.ySpeed < 0? 10 : int(10 + play.ySpeed); //the rain speed accounts for differences in the player speed, and so won't appear to fall more slowly when the player is falling
}
}
}
void onLevelReload() {
MLLE::Palette.apply();
}