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Mar 16, 2014, 09:33 AM
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Quote:
Originally Posted by XxMoNsTeRXM View Post
How can I make a Tuf Boss become an enemy?
Code:
void onLevelLoad() {
	jjObjectPresets[OBJECT::TUFBOSS].behavior = BEHAVIOR::WALKINGENEMY;
}
Quote:
Originally Posted by incandescentembers View Post
I know I may be asking for too much, but can any one show me how can I build the easiest enemy that comes to my mind: that spiky ball from Technoir, which just moves from one wall to another. Let's just say that I have a one tile ball in my tileset and I just want to add to that ball the exactly same behavior as the mentioned enemy from Technoir: that is, moving horizontally from one wall to another. It hurts you when you touch it, you can kill it. Pretty plzzz?
Code:
void onLevelLoad() {
	jjObjectPresets[OBJECT::THING].behavior = Spikeball;
}

void Spikeball(jjOBJ@ obj) {
	jjOBJ@ exp;
	switch (obj.state) {
		case STATE::START:
			obj.direction = obj.xSpeed = -2;
			obj.determineCurAnim(ANIM::DESTSCEN, 4);   //32x32 square sprite
			obj.determineCurFrame();
			obj.bulletHandling = HANDLING::HURTBYBULLET;
			obj.playerHandling = HANDLING::ENEMY;
			obj.state = STATE::FLY;
		case STATE::FLY:
			obj.xPos = obj.xPos + obj.xSpeed;
			if (jjMaskedVLine(obj.xSpeed > 0 ? obj.xPos + 16 : obj.xPos - 16, obj.yPos, 1)) {
				obj.direction = obj.xSpeed = -obj.xSpeed;
			}
			jjDrawTile(obj.xPos - 16, obj.yPos - 16, 4);
			break;
		case STATE::KILL:
			@exp = jjObjects[jjAddObject(OBJECT::EXPLOSION, obj.xPos, obj.yPos, obj.objectID, CREATOR::OBJECT)];
			exp.determineCurAnim(ANIM::AMMO, 5);
			jjSample(obj.xPos, obj.yPos, SOUND::COMMON_EXPL_TNT);
			obj.delete();
			break;
	}
}
Quote:
Originally Posted by incandescentembers View Post
Maybe I'm tripping, but doesn't the original secret level in Medivo crash in JJ2? I remember that there was something wrong with that.
See the Multiple Exits example level.