Downloads containing xlmwillow.j2as

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TSF with JJ2+ Only: Willowgrove Hollow Dragusela Capture the flag N/A Download file

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const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.6.asc" ///@MLLE-Generated
#pragma require "xlmwillow-MLLE-Data-2.j2l" ///@MLLE-Generated
#pragma require "xlmwillow-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "DiamUlt-Day.j2t" ///@MLLE-Generated
#pragma require "xlmwillow.j2l" ///@MLLE-Generated
///@SaveAndRunArgs -server -capture ///@MLLE-Generated

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

void onLevelBegin() {
	MLLE::SpawnOffgrids();
}

void onPlayer(jjPLAYER@ player){
	player.lightType = LIGHT::NONE;
}

void setWaterProperties() {
		jjSetWaterLevel(waterHeight,true);
}

int waterHeight = 70*32;

void onLevelLoad() {
	jjUseLayer8Speeds = true;
    for (int i = 1; i < 255; i++) {
        jjOBJ@ preset = jjObjectPresets[i];
        if (preset.playerHandling == HANDLING::PICKUP) {
            preset.behavior = CannotBeShotDown(preset.behavior);
        jjWeapons[WEAPON::GUN8].comesFromGunCrates = true;
        jjWeapons[WEAPON::GUN9].comesFromGunCrates = true;
	jjSetWaterLevel(70*32, true);
	
	//for (int i = 1; i < 255; i++) {
		//if (jjObjectPresets[i].playerHandling == HANDLING::PICKUP) {
			//jjObjectPresets[i].behavior = CannotBeBuried();
		//}
	//}
	
	generateCustomSpringSprites(jjAnimSets[ANIM::CUSTOM[0]], array<uint> = {40});
	turnIntoCustomSpring(jjObjectPresets[OBJECT::FROZENSPRING], 0, 19.f, false);

        }
    }
}

class CannotBeShotDown : jjBEHAVIORINTERFACE {
    CannotBeShotDown(const jjBEHAVIOR &in behavior) {
        originalBehavior = behavior;
    }
    void onBehave(jjOBJ@ obj) {
        obj.behave(originalBehavior);
        if (obj.state == STATE::FLOATFALL)
            obj.state = STATE::FLOAT;
    }
    bool onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ player, int force) {
        if (bullet is null) {
            obj.behavior = originalBehavior;
            if (player.objectHit(obj, force, obj.playerHandling))
                return true;
            obj.behavior = this;
        }
        return false;
    }
    private jjBEHAVIOR originalBehavior;
}

jjANIMSET@ customSpringSprite;
array<int> fastCustomSpringSpeeds(jjLocalPlayerCount);
bool generateCustomSpringSprites(jjANIMSET@ anim, const array<uint> &in colors) {
	int length = colors.length();
	bool success = (@customSpringSprite = anim).allocate(array<uint>(length * 3, 5)) !is null;
	if (success) {
		uint srcSet = jjAnimSets[ANIM::SPRING];
		for (int i = 0; i < length; i++) {
			uint color = colors[i];
			uint destAnimOffset = anim + i * 3;
			for (int j = 0; j < 3; j++) {
				uint srcAnim = jjAnimations[srcSet + j];
				uint destAnim = jjAnimations[destAnimOffset + j];
				for (int k = 0; k < 5; k++) {
					jjPIXELMAP image(jjAnimFrames[destAnim + k] = jjAnimFrames[srcAnim + k]);
					int width = image.width;
					int height = image.height;
					for (int l = 0; l < height; l++) {
						for (int m = 0; m < width; m++) {
							int pixel = image[m, l];
							if (pixel >= 32 && pixel < 40)
								image[m, l] = color + (pixel & 7);
						}
					}
					if (!image.save(jjAnimFrames[destAnim + k]))
						return false;
				}
			}
		}
	}
	return success;
}
void initializeCustomSpring(jjOBJ@ obj) {
	int anim = obj.curAnim;
	obj.behave(obj.behavior = BEHAVIOR::SPRING, false);
	if (obj.curAnim != anim) {
		obj.curAnim = anim + 2;
		obj.determineCurFrame();
	}
	obj.draw();
}
void turnIntoCustomSpring(jjOBJ@ obj, uint color, float power, bool horizontal) {
	if (horizontal) {
		obj.xSpeed = power;
		obj.ySpeed = 0.f;
	} else {
		obj.xSpeed = 0.f;
		obj.ySpeed = -power;
		if (obj.state == STATE::START && obj.creatorType == CREATOR::LEVEL) {
			int x = int(obj.xPos) >> 5;
			int y = int(obj.yPos) >> 5;
			if (jjParameterGet(x, y, 0, 1) != 0) {
				jjParameterSet(x, y, 0, 1, 0);
				obj.yPos -= 4.f;
				obj.ySpeed = power;
			}
		}
	}
	obj.behavior = initializeCustomSpring;
	obj.curAnim = customSpringSprite + color * 3 + (horizontal ? 1 : 0);
	obj.energy = obj.frameID = obj.freeze = obj.justHit = obj.light = obj.points = 0;
	obj.isBlastable = obj.isTarget = obj.scriptedCollisions = obj.triggersTNT = false;
	obj.deactivates = obj.isFreezable = true;
	obj.bulletHandling = HANDLING::IGNOREBULLET;
	obj.playerHandling = HANDLING::SPECIAL;
	obj.lightType = LIGHT::NORMAL;
	obj.determineCurFrame();
}