Downloads containing olcgrav2024.j2as

Downloads
Name Author Game Mode Rating
TSF with JJ2+ Only: Gravitium Playground Lark Battle N/A Download file

File preview

const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.8.asc" ///@MLLE-Generated
#pragma require "olcgrav2024-MLLE-Data-2.j2l" ///@MLLE-Generated
#pragma require "olcgrav2024-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "Metropo.j2t" ///@MLLE-Generated
#pragma require "SpaceWarbase.j2t" ///@MLLE-Generated
#pragma require "CrysilisV.j2t" ///@MLLE-Generated
#pragma require "Psych1.j2t" ///@MLLE-Generated
#pragma require "DiamUlt-Day.j2t" ///@MLLE-Generated
#pragma require "Lomat.j2t" ///@MLLE-Generated
#pragma require "olcgrav2024.j2l" ///@MLLE-Generated

#pragma require "tyrian_fire.wav"
#pragma require "tyrian_fire3.wav"
#pragma require "tyrian_missile.wav"
#pragma require "tyrian_explosion.wav"
#pragma require "tyrian_pickup.wav"

void onLevelLoad() {
    // Blaster: flame graphics for horizontal and upward shots.
    jjObjectPresets[OBJECT::BLASTERBULLET].curAnim =
        jjObjectPresets[OBJECT::TOASTERBULLET].curAnim;
    jjObjectPresets[OBJECT::BLASTERBULLET].special =
        jjObjectPresets[OBJECT::BLASTERBULLET].curAnim;

    jjObjectPresets[OBJECT::BLASTERBULLETPU].curAnim =
        jjObjectPresets[OBJECT::TOASTERBULLETPU].curAnim;
    jjObjectPresets[OBJECT::BLASTERBULLETPU].special =
        jjObjectPresets[OBJECT::BLASTERBULLETPU].curAnim;

    // Bouncer: normal shots use weenies.
    jjObjectPresets[OBJECT::BOUNCERBULLET].curAnim =
        jjObjectPresets[OBJECT::WEENIE].curAnim;
    jjObjectPresets[OBJECT::BOUNCERBULLET].special =
        jjObjectPresets[OBJECT::WEENIE].curAnim;

    // Powered-up bouncer shots use bananas.
    jjObjectPresets[OBJECT::BOUNCERBULLETPU].curAnim =
        jjObjectPresets[OBJECT::BANANA].curAnim;
    jjObjectPresets[OBJECT::BOUNCERBULLETPU].special =
        jjObjectPresets[OBJECT::BANANA].curAnim;

    // Bouncer ammo pickup graphics.
    jjObjectPresets[OBJECT::BOUNCERAMMO3].curAnim =
        jjObjectPresets[OBJECT::WEENIE].curAnim;
    jjObjectPresets[OBJECT::BOUNCERAMMO15].curAnim =
        jjObjectPresets[OBJECT::BANANA].curAnim;

    // Freezer: Electro Blaster behavior with RF graphics.
    jjObjectPresets[OBJECT::ICEBULLET].behavior =
        BEHAVIOR::ELECTROBULLET;
    jjObjectPresets[OBJECT::ICEBULLET].curAnim =
        jjObjectPresets[OBJECT::RFBULLET].curAnim;
    jjObjectPresets[OBJECT::ICEBULLET].special =
        jjObjectPresets[OBJECT::RFBULLET].special;
    jjObjectPresets[OBJECT::ICEBULLET].freeze = 0;
    jjObjectPresets[OBJECT::ICEBULLET].animSpeed =
        jjObjectPresets[OBJECT::ELECTROBULLET].animSpeed;

    // Powered-up freezer: apply the same conversion.
    jjObjectPresets[OBJECT::ICEBULLETPU].behavior =
        BEHAVIOR::ELECTROBULLET;
    jjObjectPresets[OBJECT::ICEBULLETPU].curAnim =
        jjObjectPresets[OBJECT::RFBULLETPU].curAnim;
    jjObjectPresets[OBJECT::ICEBULLETPU].special =
        jjObjectPresets[OBJECT::RFBULLETPU].special;
    jjObjectPresets[OBJECT::ICEBULLETPU].freeze = 0;
    jjObjectPresets[OBJECT::ICEBULLETPU].animSpeed =
        jjObjectPresets[OBJECT::ELECTROBULLETPU].animSpeed;

    // Blaster sounds.
    jjSampleLoad(SOUND::AMMO_GUNJAZZ, "tyrian_fire.wav");
    jjSampleLoad(SOUND::AMMO_GUN1, "tyrian_fire.wav");
    jjSampleLoad(SOUND::AMMO_GUN2, "tyrian_fire.wav");
    jjSampleLoad(SOUND::AMMO_GUN3PLOP, "tyrian_fire.wav");

    // Freezer sounds.
    jjSampleLoad(SOUND::AMMO_ICEGUN, "tyrian_fire3.wav");
    jjSampleLoad(SOUND::AMMO_ICEGUN2, "tyrian_fire3.wav");
    jjSampleLoad(SOUND::AMMO_ICEGUNPU, "tyrian_fire3.wav");

    // Missile sounds.
    jjSampleLoad(SOUND::AMMO_MISSILE, "tyrian_missile.wav");
    jjSampleLoad(SOUND::AMMO_LAZRAYS, "tyrian_missile.wav");

    // Explosion sounds.
    jjSampleLoad(SOUND::AMMO_BOEM1, "tyrian_explosion.wav");
    jjSampleLoad(SOUND::COMMON_EXPSM1, "tyrian_explosion.wav");

    // Pickup sounds.
    jjSampleLoad(SOUND::COMMON_PICKUP1, "tyrian_pickup.wav");
    jjSampleLoad(SOUND::COMMON_PICKUPW1, "tyrian_pickup.wav");
}

void onLevelReload() {
    MLLE::ReapplyPalette();
}