Downloads containing xlmjsg.j2as

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TSF with JJ2+ Only: Blue Moon Featured Download Dragusela Capture the flag 9.2 Download file

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const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, se::EnergyBlastMLLEWrapper(), null, se::RollerMLLEWrapper(), SuperToaster::Weapon(), null, null, null}); ///@MLLE-Generated
#include "MLLE-Include-1.5w.asc" ///@MLLE-Generated
#pragma require "xlmjsg-MLLE-Data-2.j2l" ///@MLLE-Generated
#pragma require "xlmjsg-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "Moonrise.j2t" ///@MLLE-Generated
#pragma require "IC - Technoir1.j2t" ///@MLLE-Generated
#pragma require "Jungle1_1.00g.j2t" ///@MLLE-Generated
#pragma require "RollercoasterPark.j2t" ///@MLLE-Generated
#pragma require "Aztec2.j2t" ///@MLLE-Generated
#pragma require "Jungle1.j2t" ///@MLLE-Generated
#pragma require "xlmjsg.j2as" ///@MLLE-Generated
#include "SuperToaster.asc" ///@MLLE-Generated
#pragma require "SuperToaster.asc" ///@MLLE-Generated
#include "SEroller-mlle.asc" ///@MLLE-Generated
#pragma require "SEroller-mlle.asc" ///@MLLE-Generated
#include "SEenergyblast-mlle.asc" ///@MLLE-Generated
#pragma require "SEenergyblast-mlle.asc" ///@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();
}


void onPlayerInput(jjPLAYER@ player) {
	MLLE::WeaponHook.processPlayerInput(player);
}

bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
	return MLLE::WeaponHook.drawAmmo(player, canvas);
}