Downloads containing ezasteroid.j2as

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Name Author Game Mode Rating
TSF with JJ2+ Only: Asteroid Armada PurpleJazz Battle N/A Download file

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  1. const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
  2. #include "MLLE-Include-1.6.asc" ///@MLLE-Generated
  3. #pragma require "ezasteroid-MLLE-Data-2.j2l" ///@MLLE-Generated
  4. #pragma require "ezasteroid-MLLE-Data-1.j2l" ///@MLLE-Generated
  5. #pragma require "ezasteroid.j2l" ///@MLLE-Generated
  6. ///@SaveAndRunArgs -server -battle ///@MLLE-Generated
  7. #include "Spaceship v1-00.asc" //make sure to include this in your level script
  8.  
  9. void onLevelLoad() {
  10.         Spaceship::handleOnLevelLoad();
  11.         Spaceship::handleAnimationWork();
  12.        
  13.         Spaceship::assignHealthPickup(OBJECT::CARROT);
  14.         Spaceship::assignMegaHealthPickup(OBJECT::FULLENERGY);
  15.         Spaceship::assignShieldPickup(OBJECT::PLASMASHIELD);
  16.         Spaceship::assignMegaShieldPickup(OBJECT::WATERSHIELD);
  17.         Spaceship::assignPowerOrb(OBJECT::FIRESHIELD);
  18.        
  19.         //or you can use
  20.         //Spaceship::assignPickupDefaults();
  21.         //for the default assignments, which are to set the Health Pickups to replace the Carrot, Mega Health Pickups to replace the Full Energy, Shield Pickups to replace PUs (except Seeker), Mega Shield Pickups to replace the Seeker PU, and Power Orbs to replace Shields
  22. }
  23.  
  24. void onLevelBegin() {
  25.         MLLE::SpawnOffgrids(); //level specific, not required
  26.         Spaceship::handleOnLevelBegin();
  27. }
  28.  
  29. void onPlayer(jjPLAYER@ play) {
  30.         Spaceship::handleOnPlayer(play);
  31.        
  32.         jjEnforceLighting = (jjColorDepth == 8 && !jjLowDetail)? LIGHT::COMPLETE : LIGHT::OPTIONAL; //level specific, not required
  33.         play.lighting = (jjColorDepth == 8 && !jjLowDetail)? 110:100; //level specific, not required
  34. }
  35.  
  36. void onPlayerInput(jjPLAYER@ play) {
  37.         Spaceship::handleOnPlayerInput(play);
  38. }
  39.  
  40. void onMain() {
  41.         Spaceship::handleOnMain();
  42. }
  43.  
  44. void onReceive(jjSTREAM &in packet, int clientID) {
  45.         Spaceship::handleOnReceive(packet, clientID);
  46. }
  47.  
  48. bool onDrawAmmo(jjPLAYER@ play, jjCANVAS@ canvas) {
  49.         Spaceship::handleOnDrawAmmo(play, canvas);
  50.        
  51.         return Spaceship::handleOnDrawAmmo(play, canvas);
  52. }
  53.  
  54. bool onDrawHealth(jjPLAYER@ play, jjCANVAS@ canvas) {
  55.         Spaceship::handleOnDrawHealth(play, canvas);
  56.        
  57.         return Spaceship::handleOnDrawHealth(play, canvas);
  58. }
  59.  
  60. void onDrawLayer3(jjPLAYER@ play, jjCANVAS@ canvas) {
  61.         Spaceship::handleOnDrawLayer3(play, canvas);
  62. }
  63.  
  64. void onLevelReload() {
  65.         MLLE::SpawnOffgridsLocal(); //level specific, not required
  66. }
  67.