Article Index
Introduction
Game Engine
Game Logic
Bitmap Font
Sprites
The CCavern Method
Level Files
Sound And Input
Class Summary
Modding

Level Files

All of 36 levels are located in level%%.txt files. Below you'll find level35.txt in its form as a text file and as screenshot.

back:surfaceNo=2  // defines background image (BackImg1.bmp ... BAckImg5.bmp)
gfx:surfaceNo=1   // defines graphics set (Set1.bmp ... Set5.bmp)
hero:x=2 y=15   // initial location of hero
guardian:o=horiz x=170 y=36 left=130 right=210 surfaceX=48 surfaceY=72 frames=4 bidi=yes speed=1
 // horizontal guardian, moving left and right between 130 and 210 pixel;
 // sprite frames start at point [48,72] on the Set1.bmp surface
 // sprite contains 4 frames, have different frames for left and right moving
 // speed is 1 pixel per frame
 
guardian:o=horiz x=228 y=180 left=168 right=228 surfaceX=48 surfaceY=72 frames=4 bidi=yes speed=2
 // horizontal guardian, moving left and right between 168 and 228 pixel;
 // sprite frames start at point [48,72] on the Set1.bmp surface
 // sprite contains 4 frames, have different frames for left and right moving
 // speed is 2 pixel per frame
portal:x=18 y=6 surfaceX=0 surfaceY=72 frames=7
 // portal doors initial position is 18,6 (in TILE dimensions)
 // portal sprite har 7 frames
map:width=27 height=18
......................................W2F7X1........W0
W2W5................................W2F7............W0
W3W4W5............................W2F7..........**..W0
W8W6W4W5........................W2W3............F1F0W0
W6W8**F8W5......................F7W0........F3F4....W0
W8......F8W5..F3F4..........F3F1F0W0F1F4............W0
W1........W4W5........W2W5........W0..........T0T0..W0
W1**......F6F8......W2W3W4W5......W0................W0
W1F4......F6......W2W3W9W9W4W5X0..F1F0F1F0W0......T0W0
W1........F6......F7W0X1..W0F8F2**........W0........W0
W1......F3F6........W8....F5....F2........F6....T0..W0
W1........W1F4......W6....F5..............F6......**W0
W1F0F4....W1........W7....W7F1F4......F3F0F6F6T0T0T0W0
W1........W1........W8F3F4W8..............F6......F3W0
W1......F3W1........F6....F6......F3F4....F6........W0
W1....F2............F6T0T0F6..............F6F4....F3W0
W1..................F6....F6**..**..**..**F6..X0....W0
W1F3F1F0F1F0F1F0F1F0F1F0F1F0F1F0F1F0F1F0F1F0F1F0F1F4W0

// every tile on cavern map consist of two characters
// first character of tile defines tile type, second
// defines graphic type.
// 'W' - is concrete wall
// 'F' - is floor
// 'T' - is falling floor
// 'X' - is killing item
// '*' - is pick item
// '<' - is floor moving left
// '>' - is floor moving right
// for example:
// 'W0' - concrete wall, image 0
// 'W1' - concrete wall, image 1
// 'W2' - concrete wall, image 2
// etc.
// only 'X','W','F' can have graphic type different than '0'.

2008_02_25_map.jpg

 




DDJ