Downloads containing xlmjsg.j2as

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Name Author Game Mode Rating
TSF with JJ2+ Only: Blue Moon Dragusela Capture the flag N/A Download file

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  1. const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, se::EnergyBlastMLLEWrapper(), null, se::RollerMLLEWrapper(), SuperToaster::Weapon(), null, null, null}); ///@MLLE-Generated
  2. #include "MLLE-Include-1.5w.asc" ///@MLLE-Generated
  3. #pragma require "xlmjsg-MLLE-Data-2.j2l" ///@MLLE-Generated
  4. #pragma require "xlmjsg-MLLE-Data-1.j2l" ///@MLLE-Generated
  5. #pragma require "Moonrise.j2t" ///@MLLE-Generated
  6. #pragma require "IC - Technoir1.j2t" ///@MLLE-Generated
  7. #pragma require "Jungle1_1.00g.j2t" ///@MLLE-Generated
  8. #pragma require "RollercoasterPark.j2t" ///@MLLE-Generated
  9. #pragma require "Aztec2.j2t" ///@MLLE-Generated
  10. #pragma require "Jungle1.j2t" ///@MLLE-Generated
  11. #pragma require "xlmjsg.j2as" ///@MLLE-Generated
  12. #include "SuperToaster.asc" ///@MLLE-Generated
  13. #pragma require "SuperToaster.asc" ///@MLLE-Generated
  14. #include "SEroller-mlle.asc" ///@MLLE-Generated
  15. #pragma require "SEroller-mlle.asc" ///@MLLE-Generated
  16. #include "SEenergyblast-mlle.asc" ///@MLLE-Generated
  17. #pragma require "SEenergyblast-mlle.asc" ///@MLLE-Generated
  18. void onLevelLoad() {
  19.   jjPIXELMAP rain(32,32);
  20.   for (uint x = 0; x < rain.width; ++x) {
  21.     for (uint y = 0; y < rain.height; ++y) {
  22.       if (x == 16) { //draw in the middle of the tile, xPixel 16
  23.         if (y <= 24) rain[x,y] = 75; //if at yPixel 24 or less, use color 75
  24.         else rain[x,y] = 74; //use color 74 for yPixels 25-32
  25.       } else {
  26.         rain[x,y] = 0;
  27.       }
  28.     }
  29.   }
  30.  
  31.   jjANIMATION@ anim = jjAnimations[jjAnimSets[ANIM::COMMON].firstAnim + 2];
  32.   for (uint frameID = 0; frameID < anim.frameCount; ++frameID) {
  33.     jjANIMFRAME@ frame = jjAnimFrames[anim.firstFrame + frameID];
  34.     rain.save(frame);
  35.     frame.hotSpotX = -frame.width/2;
  36.     frame.hotSpotY = -frame.height;
  37.   }
  38. }
  39.  
  40. void onPlayer(jjPLAYER@ play) {
  41.   for (int i = 0; i < 1024; i++) { //loop through the global array jjParticles[1024]
  42.     jjPARTICLE@ particle = jjParticles[i];
  43.     if (particle.type == PARTICLE::RAIN) {
  44.       particle.xSpeed = 0; //make rain fall straight down
  45.       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
  46.     }
  47.   }
  48. }
  49. void onLevelReload() {
  50.   MLLE::Palette.apply();
  51. }
  52.  
  53.  
  54. void onPlayerInput(jjPLAYER@ player) {
  55.         MLLE::WeaponHook.processPlayerInput(player);
  56. }
  57.  
  58. bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
  59.         return MLLE::WeaponHook.drawAmmo(player, canvas);
  60. }
  61.