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Page 7 of 10
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'.
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