Jazz2 namespace
Root namespace of Jazz² Resurrection.
Namespaces
- namespace Actors
- Implementation of all objects.
- namespace Collisions
- Collision checking.
- namespace Compatibility
- Translation layer for original data files.
- namespace Events
- Events and object spawning.
- namespace Input
- Input handling.
- namespace Multiplayer
- Multiplayer-related classes, compiled only if
WITH_MULTIPLAYER. - namespace Rendering
- Scene rendering and viewport management.
- namespace Resources
- Structures for game resources.
- namespace Scripting
- Scripting-related classes, compiled only if
WITH_ANGELSCRIPT. - namespace Tiles
- Tile sets and maps.
- namespace UI
- User interface and menus.
Classes
- class ContentResolver
- Manages loading of assets.
- struct EpisodeContinuationState
- Continuation state between two episodes.
- struct EpisodeContinuationStateWithLevel
- Continuation state between two levels in episode.
- class ILevelHandler
- Base interface of a level handler.
- class IResumable
- Base interface of a resumable object.
- class IRootController
- Base interface of a root controller.
- class IStateHandler
- Base interface of a state handler, only one handler runs at a time.
- struct LevelDescriptor
- Contains all components to fully initialize a level instance.
- class LevelHandler
- Level handler of a local game session.
- struct LevelInitialization
- Level initialization parameters.
- struct LightEmitter
- Allows objects to emit light.
- struct PlayerCarryOver
- Player carry over between levels.
- class PreferencesCache
- Provides access to a user preferences.
- struct TouchButtonLayout
- Per-button layout stored in user preferences.
Enums
- enum class AnimationLoopMode { Once, Loop, FixedSingle }
- Animation loop mode.
- enum class AnimState { Idle = 0x00000000, Walk = 0x00000001, Run = 0x00000002, Dash = 0x00000003, VIdle = 0x00000000, Jump = 0x00000004, Fall = 0x00000008, Hook = 0x0000000c, Shoot = 0x00000010, Crouch = 0x00000020, Lookup = 0x00000040, Dizzy = 0x00000080, Buttstomp = 0x00000100, Uppercut = 0x00000200, Airboard = 0x00000400, Hurt = 0x00000800, Swim = 0x00001000, Copter = 0x00002000, Push = 0x00004000, Swing = 0x00008000, Freefall = 0x00010000, Lift = 0x00020000, Spring = 0x0040000, TransitionRunToIdle = 0x40000000, TransitionRunToDash = 0x40000001, TransitionFallToIdle = 0x40000002, TransitionIdleToJump = 0x40000003, TransitionShootToIdle = 0x40000004, TransitionHookShootToHook = 0x40000005, TransitionCopterShootToCopter = 0x40000006, TransitionUppercutA = 0x40000007, TransitionUppercutB = 0x40000008, TransitionUppercutEnd = 0x40000009, TransitionButtstompStart = 0x4000000A, TransitionPoleH = 0x4000000B, TransitionPoleV = 0x4000000C, TransitionPoleHSlow = 0x4000000D, TransitionPoleVSlow = 0x4000000E, TransitionDeath = 0x4000000F, TransitionTurn = 0x40000010, TransitionWarpIn = 0x40000013, TransitionWarpOut = 0x40000014, TransitionEndOfLevel = 0x40000016, TransitionWarpInFreefall = 0x40000017, TransitionWarpOutFreefall = 0x40000018, TransitionIdleBored = 0x40000019, TransitionDashToIdle = 0x40000020, TransitionIdleToShoot = 0x40000021, TransitionButtstompEnd = 0x40000022, TransitionLiftStart = 0x40000023, TransitionLiftEnd = 0x40000024, TransitionLedge = 0x40000025, TransitionLedgeClimb = 0x40000026, TransitionFallShootToFall = 0x40000030, TransitionFromFrog = 0x40000040, Activated = 0x00000020, TransitionActivate = 0x4F000000, TransitionAttack = 0x4F000001, TransitionAttackEnd = 0x4F000002, Uninitialized = -1, Default = 0 }
- Well-known animation state.
- enum class Direction { None = 0, Up = 0x01, Down = 0x02, Left = 0x04, Right = 0x08, Any = Up | Down | Left | Right }
- Direction.
-
enum class EventType : std::
uint16_t { Empty = 0, LevelStart, LevelStartMultiplayer, Checkpoint, SceneryDestruct, SceneryDestructButtstomp, SceneryDestructSpeed, SceneryCollapse, ModifierVine, ModifierOneWay, ModifierHook, ModifierHPole, ModifierVPole, ModifierHurt, ModifierTube, ModifierRicochet, ModifierSlide, ModifierDeath, ModifierSetWater, ModifierLimitCameraView, ModifierNoClimb, AreaStopEnemy, AreaFloatUp, AreaHForce, AreaText, AreaEndOfLevel, AreaCallback, AreaActivateBoss, AreaFlyOff, AreaRevertMorph, AreaMorphToFrog, AreaNoFire, AreaWaterBlock, AreaWeather, AreaAmbientSound, AreaAmbientBubbles, TriggerCrate, TriggerArea, TriggerZone, WarpCoinBonus, WarpOrigin, WarpTarget, LightAmbient, LightSteady, LightPulse, LightFlicker, LightIlluminate, Spring, Bridge, MovingPlatform, PushableBox, Eva, Pole, SignEOL, Moth, SteamNote, Bomb, PinballBumper, PinballPaddle, CtfBase, BirdCage, Stopwatch, SpikeBall, AirboardGenerator, Copter, RollingRock, RollingRockTrigger, SwingingVine, EnemyTurtle, EnemyLizard, EnemySucker, EnemySuckerFloat, EnemyLabRat, EnemyHelmut, EnemyDragon, EnemyBat, EnemyFatChick, EnemyFencer, EnemyRapier, EnemySparks, EnemyMonkey, EnemyDemon, EnemyBee, EnemyBeeSwarm, EnemyCaterpillar, EnemyCrab, EnemyDoggy, EnemyDragonfly, EnemyFish, EnemyMadderHatter, EnemyRaven, EnemySkeleton, EnemyTurtleTough, EnemyTurtleTube, EnemyWitch, EnemyLizardFloat, BossTweedle, BossBilsy, BossDevan, BossQueen, BossRobot, BossUterus, BossTurtleTough, BossBubba, BossDevanRemote, BossBolly, TurtleShell, Coin, Gem, GemGiant, GemRing, GemStomp, Carrot, CarrotFly, CarrotInvincible, OneUp, FastFire, Food, Ammo, PowerUpWeapon, Crate, Barrel, CrateAmmo, BarrelAmmo, CrateGem, BarrelGem, PowerUpMorph, PowerUpShield, RaceCheckpoint, Count, Generator = 0x1000, WeaponBlaster = 0x2001, WeaponBouncer = 0x2002, WeaponElectro = 0x2003, WeaponFreezer = 0x2004, WeaponPepper = 0x2005, WeaponRF = 0x2006, WeaponSeeker = 0x2007, WeaponThunderbolt = 0x2008, WeaponTNT = 0x2009, WeaponToaster = 0x200A } - Event type.
-
enum class ExitType : std::
uint8_t { None, Normal, Warp, Bonus, Special, Boss, TypeMask = 0x0f, Frozen = 0x40, FastTransition = 0x80 } - Exit type.
-
enum class GameDifficulty : std::
uint8_t { Default, Easy, Normal, Hard } - Game difficulty.
-
enum class LevelFlags : std::
uint16_t { None = 0, HasPit = 0x01, HasPitInstantDeath = 0x02, UseLevelPalette = 0x04, IsHidden = 0x08, IsMultiplayerLevel = 0x10, HasLaps = 0x20, HasCaptureTheFlag = 0x40, HasVerticalSplitscreen = 0x80, HasMultiplayerSpawnPoints = 0x100 } - Level flags.
- enum class PitType { FallForever, InstantDeathPit, StandOnPlatform }
- Level pit type.
- enum class PlayerAction { Left, Right, Up, Down, Buttstomp, Fire, Jump, Run, ChangeWeapon, Menu, Console, SwitchToBlaster, SwitchToBouncer, SwitchToFreezer, SwitchToSeeker, SwitchToRF, SwitchToToaster, SwitchToTNT, SwitchToPepper, SwitchToElectro, SwitchToThunderbolt, Count, CountInMenu = SwitchToBlaster, None = -1 }
- Player action.
-
enum class PlayerType : std::
uint8_t { None, Jazz, Spaz, Lori, Frog, Spectate = UINT8_MAX } - Player type.
- enum class RescaleMode { None, HQ2x, _3xBrz, CrtScanlines, CrtShadowMask, CrtApertureGrille, Monochrome, Sabr, CleanEdge, Count, TypeMask = 0x0f, UseAntialiasing = 0x80 }
- Rescale mode.
-
enum class WeaponWheelStyle : std::
uint8_t { Disabled, Enabled, EnabledWithAmmoCount } - Weapon wheel style.
-
enum class PlayerColorMode : std::
uint8_t { OnlineOnly, FirstLocalPlayer, AllLocalPlayers } - When the custom player character color is applied.
-
enum class GamepadType : std::
uint8_t { Xbox, PlayStation, Steam, Switch } - Gamepad button labels.
-
enum class EpisodeEndOverwriteMode : std::
uint8_t { Always, NoCheatsOnly, HigherScoreOnly } - Episode completion overwrite mode.
-
enum class UnlockableEpisodes : std::
uint32_t { None = 0x00, FormerlyAPrince = 0x01, JazzInTime = 0x02, Flashback = 0x04, FunkyMonkeys = 0x08, ChristmasChronicles = 0x10, TheSecretFiles = 0x20 } - Unlockable episodes, supports a bitwise combination of its member values.
-
enum class EpisodeContinuationFlags : std::
uint8_t { None = 0x00, IsCompleted = 0x01, CheatsUsed = 0x02 } - Episode continuation flags, supports a bitwise combination of its member values.
-
enum class TouchButtonAnchor : std::
uint8_t { BottomLeft = 0, BottomRight = 1, TopLeft = 2, TopRight = 3, TopCenter = 4 } - Anchor edge for a configurable touch button.
-
enum class TouchButtonSlot : std::
uint8_t { Dpad = 0, Fire = 1, Jump = 2, Run = 3, ChangeWeapon = 4, Menu = 5, Console = 6, Count = 7 } - Slot index for each independently configurable touch button.
-
enum class ShieldType : std::
uint8_t { None, Fire, Water, Lightning, Laser, Count } - Shield type.
- enum class SuspendType { None, Vine, Hook, SwingingVine }
- Suspend type.
- enum class WarpFlags { Default = 0, Fast = 0x01, Freeze = 0x02, SkipWarpIn = 0x04, IncrementLaps = 0x10 }
- Warp flags.
-
enum class WeaponType : std::
uint8_t { Unknown = UINT8_MAX, Blaster = 0, Bouncer, Freezer, Seeker, RF, Toaster, TNT, Pepper, Electro, Thunderbolt, Count } - Player weapon type.
-
enum class WeatherType : std::
uint8_t { None, Snow, Flowers, Rain, Leaf, OutdoorsOnly = 0x80 } - Weather type.
Typedefs
-
using Uuid = StaticArray<16, std::
uint8_t> - Universally unique identifier (16 bytes).
Enum documentation
enum class Jazz2:: AnimationLoopMode
#include <Jazz2/AnimationLoopMode.h>
Animation loop mode.
Determines how an animation advances once it reaches its last frame. Stored per Resources::
| Enumerators | |
|---|---|
| Once |
The animation is played once and then remains in its last frame. |
| Loop |
The animation is looped — when reaching the last frame, it begins again at the first one. |
| FixedSingle |
A fixed, single frame is displayed. |
enum class Jazz2:: AnimState
#include <Jazz2/AnimState.h>
Well-known animation state.
Identifies the animation an actor should currently play. Lower bits pack the continuous movement state (horizontal/vertical speed, shooting) so several conditions can be combined, while higher values starting at 0x40000000 are discrete one-shot transition animations (e.g., turning, warping, uppercut stages) and a few aliases reused for object states. A Resources::
| Enumerators | |
|---|---|
| Idle |
Standing still |
| Walk |
Walking |
| Run |
Running |
| Dash |
Dashing |
| VIdle |
No vertical movement |
| Jump |
Jumping (moving upwards) |
| Fall |
Falling (moving downwards) |
| Hook |
Suspended (e.g., on a hook) |
| Shoot |
Shooting |
| Crouch |
Crouching |
| Lookup |
Looking up |
| Dizzy |
Dizzy |
| Buttstomp |
Buttstomping |
| Uppercut |
Uppercut |
| Airboard |
Riding the airboard |
| Hurt |
Hurt |
| Swim |
Swimming |
| Copter |
Using the copter |
| Push |
Pushing an object |
| Swing |
Swinging on a vine |
| Freefall |
Free-falling |
| Lift |
Being lifted |
| Spring |
Launched by a spring |
| TransitionRunToIdle |
Transition from running to idle |
| TransitionRunToDash |
Transition from running to dashing |
| TransitionFallToIdle |
Transition from falling to idle |
| TransitionIdleToJump |
Transition from idle to jumping |
| TransitionShootToIdle |
Transition from shooting to idle |
| TransitionHookShootToHook |
Transition from shooting on a hook back to hanging |
| TransitionCopterShootToCopter |
Transition from shooting with the copter back to the copter |
| TransitionUppercutA |
First part of the uppercut |
| TransitionUppercutB |
Second part of the uppercut |
| TransitionUppercutEnd |
End of the uppercut |
| TransitionButtstompStart |
Start of the buttstomp |
| TransitionPoleH |
Spinning around a horizontal pole |
| TransitionPoleV |
Spinning around a vertical pole |
| TransitionPoleHSlow |
Slow spinning around a horizontal pole |
| TransitionPoleVSlow |
Slow spinning around a vertical pole |
| TransitionDeath |
Death animation |
| TransitionTurn |
Turning around |
| TransitionWarpIn |
Warping in |
| TransitionWarpOut |
Warping out |
| TransitionEndOfLevel |
End-of-level animation |
| TransitionWarpInFreefall |
Warping in while free-falling |
| TransitionWarpOutFreefall |
Warping out while free-falling |
| TransitionIdleBored |
Bored idle animation |
| TransitionDashToIdle |
Transition from dashing to idle |
| TransitionIdleToShoot |
Transition from idle to shooting |
| TransitionButtstompEnd |
End of the buttstomp |
| TransitionLiftStart |
Start of being lifted |
| TransitionLiftEnd |
End of being lifted |
| TransitionLedge |
Hanging on a ledge |
| TransitionLedgeClimb |
Climbing up a ledge |
| TransitionFallShootToFall |
Transition from shooting while falling back to falling |
| TransitionFromFrog |
Transition reverting from the frog morph |
| Activated |
Object is activated |
| TransitionActivate |
Object activation animation |
| TransitionAttack |
Object attack animation |
| TransitionAttackEnd |
End of the object attack animation |
| Uninitialized |
Uninitialized/unspecified state |
| Default |
Default state |
enum class Jazz2:: Direction
#include <Jazz2/Direction.h>
Direction.
Identifies one or more of the four cardinal directions as single-bit flags, with Direction::
| Enumerators | |
|---|---|
| None |
None |
| Up |
Up |
| Down |
Down |
| Left |
Left |
| Right |
Right |
| Any |
Any |
enum class Jazz2:: EventType : std:: uint16_t
#include <Jazz2/EventType.h>
Event type.
Identifies every kind of event or object that can be placed in a level or spawned at runtime — player and checkpoint markers, destructible/modifier scenery tiles, trigger and warp markers, lights, environment objects, enemies and bosses, collectibles and containers. Values below EventType::0x2000-range values are projectiles/objects remotable in multiplayer. The event spawner maps each value to the actor it instantiates.
| Enumerators | |
|---|---|
| Empty |
No event |
| LevelStart |
Player spawn point |
| LevelStartMultiplayer |
Multiplayer player spawn point |
| Checkpoint |
Checkpoint |
| SceneryDestruct |
Tile destructible by weapon fire |
| SceneryDestructButtstomp |
Tile destructible by buttstomp |
| SceneryDestructSpeed |
Tile destructible by running at high speed |
| SceneryCollapse |
Tile that collapses after being stepped on |
| ModifierVine |
Vine the player can climb |
| ModifierOneWay |
One-way platform tile |
| ModifierHook |
Hook the player can hang on |
| ModifierHPole |
Horizontal pole |
| ModifierVPole |
Vertical pole |
| ModifierHurt |
Tile that hurts the player |
| ModifierTube |
Tube that transports the player |
| ModifierRicochet |
Tile that ricochets projectiles |
| ModifierSlide |
Tile the player slides on |
| ModifierDeath |
Tile that instantly kills the player |
| ModifierSetWater |
Sets the water level |
| ModifierLimitCameraView |
Limits the camera view |
| ModifierNoClimb |
Tile the player cannot climb |
| AreaStopEnemy |
Area that stops enemies |
| AreaFloatUp |
Area that makes the player float up |
| AreaHForce |
Area that applies a horizontal force |
| AreaText |
Area that shows a text |
| AreaEndOfLevel |
Area that ends the level |
| AreaCallback |
Area that invokes a script callback |
| AreaActivateBoss |
Area that activates a boss |
| AreaFlyOff |
Area that disables the airboard |
| AreaRevertMorph |
Area that reverts player morph |
| AreaMorphToFrog |
Area that morphs the player into a frog |
| AreaNoFire |
Area that disables firing |
| AreaWaterBlock |
Area that blocks water |
| AreaWeather |
Area that sets the weather |
| AreaAmbientSound |
Area that plays an ambient sound |
| AreaAmbientBubbles |
Area that emits ambient bubbles |
| TriggerCrate |
Crate that toggles a trigger |
| TriggerArea |
Area that sets a trigger |
| TriggerZone |
Zone that toggles a trigger |
| WarpCoinBonus |
Warp to a coin bonus |
| WarpOrigin |
Warp origin |
| WarpTarget |
Warp target |
| LightAmbient |
Ambient light |
| LightSteady |
Steady light |
| LightPulse |
Pulsing light |
| LightFlicker |
Flickering light |
| LightIlluminate |
Illuminating light |
| Spring |
Spring |
| Bridge |
Bridge |
| MovingPlatform |
Moving platform |
| PushableBox |
Pushable box |
| Eva |
Eva (kissable character) |
| Pole |
Pole |
| SignEOL |
End-of-level sign |
| Moth |
Moth |
| SteamNote |
Steam note |
| Bomb |
Bomb |
| PinballBumper |
Pinball bumper |
| PinballPaddle |
Pinball paddle |
| CtfBase |
Capture the flag base |
| BirdCage |
Bird cage |
| Stopwatch |
Stopwatch |
| SpikeBall |
Spike ball |
| AirboardGenerator |
Airboard generator |
| Copter |
Copter |
| RollingRock |
Rolling rock |
| RollingRockTrigger |
Rolling rock trigger |
| SwingingVine |
Swinging vine |
| EnemyTurtle |
Turtle enemy |
| EnemyLizard |
Lizard enemy |
| EnemySucker |
Sucker enemy |
| EnemySuckerFloat |
Floating sucker enemy |
| EnemyLabRat |
Lab rat enemy |
| EnemyHelmut |
Helmut enemy |
| EnemyDragon |
Dragon enemy |
| EnemyBat |
Bat enemy |
| EnemyFatChick |
Fat chick enemy |
| EnemyFencer |
Fencer enemy |
| EnemyRapier |
Rapier enemy |
| EnemySparks |
Sparks enemy |
| EnemyMonkey |
Monkey enemy |
| EnemyDemon |
Demon enemy |
| EnemyBee |
Bee enemy |
| EnemyBeeSwarm |
Bee swarm enemy |
| EnemyCaterpillar |
Caterpillar enemy |
| EnemyCrab |
Crab enemy |
| EnemyDoggy |
Doggy enemy |
| EnemyDragonfly |
Dragonfly enemy |
| EnemyFish |
Fish enemy |
| EnemyMadderHatter |
Madder Hatter enemy |
| EnemyRaven |
Raven enemy |
| EnemySkeleton |
Skeleton enemy |
| EnemyTurtleTough |
Tough turtle enemy |
| EnemyTurtleTube |
Tube turtle enemy |
| EnemyWitch |
Witch enemy |
| EnemyLizardFloat |
Floating lizard enemy |
| BossTweedle |
Tweedle boss |
| BossBilsy |
Bilsy boss |
| BossDevan |
Devan boss |
| BossQueen |
Queen boss |
| BossRobot |
Robot boss |
| BossUterus |
Uterus boss |
| BossTurtleTough |
Tough turtle boss |
| BossBubba |
Bubba boss |
| BossDevanRemote |
Devan remote boss |
| BossBolly |
Bolly boss |
| TurtleShell |
Turtle shell |
| Coin |
Coin |
| Gem |
Gem |
| GemGiant |
Giant gem |
| GemRing |
Gem ring |
| GemStomp |
Gem released by buttstomp |
| Carrot |
Carrot (restores health) |
| CarrotFly |
Flying carrot (grants copter) |
| CarrotInvincible |
Invincibility carrot |
| OneUp |
Extra life |
| FastFire |
Fast fire power-up |
| Food |
Food (contributes to sugar rush) |
| Ammo |
Weapon ammo |
| PowerUpWeapon |
Weapon power-up |
| Crate |
Crate |
| Barrel |
Barrel |
| CrateAmmo |
Crate containing ammo |
| BarrelAmmo |
Barrel containing ammo |
| CrateGem |
Crate containing gems |
| BarrelGem |
Barrel containing gems |
| PowerUpMorph |
Morph power-up monitor |
| PowerUpShield |
Shield power-up monitor |
| RaceCheckpoint |
Ordered race-track waypoint (passive minimap/positioning marker, JJ2+ Text event with TextID >= 100) |
| Count |
Number of well-known events |
| Generator |
Generator (spawns another event repeatedly) |
| WeaponBlaster |
Remotable Blaster projectile |
| WeaponBouncer |
Remotable Bouncer projectile |
| WeaponElectro |
Remotable Electro projectile |
| WeaponFreezer |
Remotable Freezer projectile |
| WeaponPepper |
Remotable Pepper projectile |
| WeaponRF |
Remotable RF projectile |
| WeaponSeeker |
Remotable Seeker projectile |
| WeaponThunderbolt |
Remotable Thunderbolt projectile |
| WeaponTNT |
Remotable TNT |
| WeaponToaster |
Remotable Toaster projectile |
enum class Jazz2:: ExitType : std:: uint8_t
#include <Jazz2/ExitType.h>
Exit type.
Describes how the player left a level when a level change begins. The low bits (extracted with ExitType::
| Enumerators | |
|---|---|
| None |
Unspecified |
| Normal |
Standard exit |
| Warp |
Warp exit |
| Bonus |
Bonus exit |
| Special |
Special exit |
| Boss |
Exit after killing a boxx |
| TypeMask |
Mask for exit type |
| Frozen |
Player should spawn frozen in the next level |
| FastTransition |
Animated fade transitions should be skipped |
enum class Jazz2:: GameDifficulty : std:: uint8_t
#include <Jazz2/GameDifficulty.h>
Game difficulty.
Selected difficulty of a play session — easy, normal or hard — with GameDifficulty::
| Enumerators | |
|---|---|
| Default |
Default/unspecified |
| Easy |
Easy |
| Normal |
Normal |
| Hard |
Hard |
enum class Jazz2:: LevelFlags : std:: uint16_t
#include <Jazz2/LevelFlags.h>
Level flags.
Per-level boolean properties stored as single-bit flags — whether the level has a pit (and whether that pit kills instantly), uses a custom palette, is hidden, is a multiplayer level, has laps or capture-the-flag, should use a vertical splitscreen, or defines multiplayer spawn points. Read from the level file and used by the level handler to configure the session. Supports a bitwise combination of its member values.
| Enumerators | |
|---|---|
| None |
None |
| HasPit |
Level has a pit |
| HasPitInstantDeath |
Level has a pit with instant death |
| UseLevelPalette |
Level has custom palette |
| IsHidden |
Level is hidden |
| IsMultiplayerLevel |
Level is for multiplayer |
| HasLaps |
Level has laps |
| HasCaptureTheFlag |
Level has capture the flag |
| HasVerticalSplitscreen |
Vertical splitscreen should be used |
| HasMultiplayerSpawnPoints |
Level has multiplayer spawn points |
enum class Jazz2:: PitType
#include <Jazz2/PitType.h>
Level pit type.
Determines what happens to a player who reaches the bottom of the level. The player can fall forever out of the level boundaries, die instantly, or be kept inside the level by standing on an invisible platform at the bottom edge. Derived from the level's pit-related flags and used to clamp or kill players below the level.
| Enumerators | |
|---|---|
| FallForever |
Player should fall forever out of the level boundaries |
| InstantDeathPit |
Player should die instantly out of the level boundaries |
| StandOnPlatform |
Player should stand on platform, not leaving the level boundaries |
enum class Jazz2:: PlayerAction
#include <Jazz2/PlayerAction.h>
Player action.
Logical input action a player can perform, decoupled from the physical key, button or touch control bound to it. Covers movement, jumping, running, firing, weapon switching and UI actions (menu, console), plus the direct switch-to-weapon shortcuts. PlayerAction::
| Enumerators | |
|---|---|
| Left |
Left |
| Right |
Right |
| Up |
Up |
| Down |
Down |
| Buttstomp |
Buttstomp (Down in the air) |
| Fire |
Fire a weapon |
| Jump |
Jump |
| Run |
Run |
| ChangeWeapon |
Change a weapon |
| Menu |
Menu / Back |
| Console |
Toggle in-game console |
| SwitchToBlaster |
Switch to weapon 1 |
| SwitchToBouncer |
Switch to weapon 2 |
| SwitchToFreezer |
Switch to weapon 3 |
| SwitchToSeeker |
Switch to weapon 4 |
| SwitchToRF |
Switch to weapon 5 |
| SwitchToToaster |
Switch to weapon 6 |
| SwitchToTNT |
Switch to weapon 7 |
| SwitchToPepper |
Switch to weapon 8 |
| SwitchToElectro |
Switch to weapon 9 |
| SwitchToThunderbolt |
Switch to weapon 10 |
| Count |
Number of all actions |
| CountInMenu |
Number of actions usable in a menu |
| None |
No action |
enum class Jazz2:: PlayerType : std:: uint8_t
#include <Jazz2/PlayerType.h>
Player type.
Identifies the playable character — Jazz, Spaz or Lori — plus the temporary Frog morph and a PlayerType::
| Enumerators | |
|---|---|
| None |
None/unspecified |
| Jazz |
Jazz |
| Spaz |
Spaz |
| Lori |
Lori |
| Frog |
Frog |
| Spectate |
Spectate mode |
enum class Jazz2:: RescaleMode
#include <Jazz2/PreferencesCache.h>
Rescale mode.
Selects the post-processing filter applied when the internal viewport is scaled to the output resolution, ranging from pixel-perfect to upscalers (HQ2×, 3×BRZ, SABR, CleanEdge) and CRT emulation. TypeMask isolates the filter while UseAntialiasing is an independent flag.
| Enumerators | |
|---|---|
| None |
None/Pixel-perfect |
| HQ2x |
HQ2× |
| _3xBrz |
3×BRZ |
| CrtScanlines |
CRT Scanlines |
| CrtShadowMask |
CRT Shadow Mask |
| CrtApertureGrille |
CRT Aperture Grille |
| Monochrome |
Monochrome |
| Sabr |
SABR |
| CleanEdge |
CleanEdge |
| Count |
Count of rescale modes |
| TypeMask |
Mask for the rescale mode |
| UseAntialiasing |
Antialiasing should be applied |
enum class Jazz2:: WeaponWheelStyle : std:: uint8_t
#include <Jazz2/PreferencesCache.h>
Weapon wheel style.
Controls whether the radial weapon selection wheel is available and, when enabled, whether it also displays the remaining ammo count for each weapon.
| Enumerators | |
|---|---|
| Disabled |
Disabled |
| Enabled |
Enabled |
| EnabledWithAmmoCount |
Enabled with Ammo count |
enum class Jazz2:: PlayerColorMode : std:: uint8_t
#include <Jazz2/PreferencesCache.h>
When the custom player character color is applied.
Determines the scope in which the user's custom fur recolor takes effect: only for remote players in online multiplayer, additionally for the first local player, or for every local player.
| Enumerators | |
|---|---|
| OnlineOnly |
Only in online multiplayer |
| FirstLocalPlayer |
Online, and the first player in local games |
| AllLocalPlayers |
Online, and all players in local games |
enum class Jazz2:: GamepadType : std:: uint8_t
#include <Jazz2/PreferencesCache.h>
Gamepad button labels.
Selects which controller family's glyphs and button names are shown in the user interface, so that on-screen prompts match the physical gamepad being used.
| Enumerators | |
|---|---|
| Xbox |
Xbox |
| PlayStation |
PlayStation |
| Steam |
Steam |
| Switch |
Switch |
enum class Jazz2:: EpisodeEndOverwriteMode : std:: uint8_t
#include <Jazz2/PreferencesCache.h>
Episode completion overwrite mode.
Decides under which conditions a newly recorded episode-completion result replaces the previously stored one: always, only when no cheats were used, or only when the new score is higher.
| Enumerators | |
|---|---|
| Always |
Always |
| NoCheatsOnly |
No cheats only |
| HigherScoreOnly |
Higher score only |
enum class Jazz2:: UnlockableEpisodes : std:: uint32_t
#include <Jazz2/PreferencesCache.h>
Unlockable episodes, supports a bitwise combination of its member values.
Bit flags identifying which episodes have been unlocked, mainly used when the application is compiled with SHAREWARE_DEMO_ONLY to gate access to the full episode list. Stored in PreferencesCache::
| Enumerators | |
|---|---|
| None |
None |
| FormerlyAPrince |
Formerly a Prince |
| JazzInTime |
Jazz in Time |
| Flashback |
Flashback |
| FunkyMonkeys |
Funky Monkeys |
| ChristmasChronicles |
Christmas Chronicles |
| TheSecretFiles |
The Secret Files |
enum class Jazz2:: EpisodeContinuationFlags : std:: uint8_t
#include <Jazz2/PreferencesCache.h>
Episode continuation flags, supports a bitwise combination of its member values.
Bit flags recorded alongside a stored EpisodeContinuationState, marking whether the episode has been completed and whether cheats were used during the saved playthrough.
| Enumerators | |
|---|---|
| None |
None |
| IsCompleted |
Episode is complete |
| CheatsUsed |
Cheats have been used |
enum class Jazz2:: TouchButtonAnchor : std:: uint8_t
#include <Jazz2/PreferencesCache.h>
Anchor edge for a configurable touch button.
Identifies which screen corner (or top-center, used for round screens) a touch button's position is measured from, so that its TouchButtonLayout::
| Enumerators | |
|---|---|
| BottomLeft |
Bottom-left corner |
| BottomRight |
Bottom-right corner |
| TopLeft |
Top-left corner |
| TopRight |
Top-right corner |
| TopCenter |
Top-center (used for round screens) |
enum class Jazz2:: TouchButtonSlot : std:: uint8_t
#include <Jazz2/PreferencesCache.h>
Slot index for each independently configurable touch button.
Enumerates the on-screen touch controls (D-pad, fire, jump, run, change weapon, menu and console) that can each be repositioned and resized independently. Used to index the PreferencesCache::
| Enumerators | |
|---|---|
| Dpad |
D-pad / Joystick (moves and resizes as a unit with its sub-zones) |
| Fire |
Fire button |
| Jump |
Jump button |
| Run |
Run button |
| ChangeWeapon |
Change weapon button |
| Menu |
Pause / Menu button |
| Console |
Console button |
| Count |
Number of configurable slots |
enum class Jazz2:: ShieldType : std:: uint8_t
#include <Jazz2/ShieldType.h>
Shield type.
Kind of temporary protective shield a player can carry — fire, water, lightning or laser — or ShieldType::
| Enumerators | |
|---|---|
| None |
No shield |
| Fire |
Fire shield |
| Water |
Water shield |
| Lightning |
Lightning shield |
| Laser |
Laser shield |
| Count |
Count of supported shield types |
enum class Jazz2:: SuspendType
#include <Jazz2/SuspendType.h>
Suspend type.
Describes what is currently holding a player off the ground, suspending normal gravity and movement — a climbable vine, a hook, or a swinging vine — with SuspendType::
| Enumerators | |
|---|---|
| None |
None |
| Vine |
Vine |
| Hook |
Hook |
| SwingingVine |
Swinging vine |
enum class Jazz2:: WarpFlags
#include <Jazz2/WarpFlags.h>
Warp flags.
Options controlling how a player warp is performed, as single-bit flags over the WarpFlags::
| Enumerators | |
|---|---|
| Default |
Standard warp |
| Fast |
Fast warp, without transitions |
| Freeze |
Freezes the player at the end of transition |
| SkipWarpIn |
Skips warp-in transition, the player disappears instantly |
| IncrementLaps |
Number of laps will be incremented (in race levels) |
enum class Jazz2:: WeaponType : std:: uint8_t
#include <Jazz2/WeaponType.h>
Player weapon type.
Identifies one of the player's weapons — Blaster, Bouncer, Freezer, Seeker, RF, Toaster, TNT, Pepper, Electro and Thunderbolt — with WeaponType::
| Enumerators | |
|---|---|
| Unknown |
Unspecified |
| Blaster |
Blaster |
| Bouncer |
Bouncer |
| Freezer |
Freezer |
| Seeker |
Seeker |
| RF |
RF |
| Toaster |
Toaster |
| TNT |
TNT |
| Pepper |
Pepper |
| Electro |
Electro |
| Thunderbolt |
Thunderbolt |
| Count |
Number of weapons |
enum class Jazz2:: WeatherType : std:: uint8_t
#include <Jazz2/WeatherType.h>
Weather type.
Selects the falling-particle weather effect rendered over a level — snow, flowers, rain or leaves — or WeatherType::
| Enumerators | |
|---|---|
| None |
None |
| Snow |
Snow |
| Flowers |
Flowers |
| Rain |
Rain |
| Leaf |
Leaf |
| OutdoorsOnly |
Outdoors only, should be used in combination with other options |
Typedef documentation
using Jazz2:: Uuid = StaticArray<16, std:: uint8_t>
#include <Jazz2/PreferencesCache.h>
Universally unique identifier (16 bytes).
Fixed 16-byte array used as a stable identity, such as the unique player and server IDs persisted in PreferencesCache.