updating readme
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README.md
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README.md
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# --| Syntax for level files |--
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1) **General rule**
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each file must be named "room_k" where k is a positive integer
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if "room_k" exists then all "room_u" where 0 <= u < k exists
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2) **Data structure**
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below is a detailled list for all block types ;
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each block type (Blocks, Teleporters, Entities) must have the corresponding word directly above it
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not all three keywords have to be written
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*Data-specific structure :*
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blocks:
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[x, y, z, w, h, d, rhz, rvt, r, g, b]
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@ -7,36 +18,33 @@ teleporters:
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entities:
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[x, y, z, w, h, d, rhz, rvt, r, g, b, hp, damage, entityType ..]
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// Entity types are :
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// 0 (coin) -> damage equals the coin's value
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// 1 (still explosive)
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// 2 (seeking explosive)
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// 3 (shooting still explosive)
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// if entityType = 4 (moving platform)
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[.. amplitude_x, amplitude_y, amplitude_z, mult, divd, phase] with
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*Entity types are :*
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-> **0 (coin)** -> damage equals the coin's value
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-> **1 (non-moving explosive)**
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-> **2 (seeking explosive)**
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-> **3 (shooting non-moving explosive)**
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-> **4 (moving platform)**
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[.. amplitude_x, amplitude_y, amplitude_z, mult, divd, phase] with *<- extra arguments at the end of []*
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amplitude_{x,y,z} = double[>= 0.0]
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{mult,divd} = int
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{phase} = int[0, 360]
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// else if entityType = 5 (linear moving platform)
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-> **5 (linear moving platform)**
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[.. amplitude_x, amplitude_y, amplitude_z, speed_x, speed_y, speed_z] with
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amplitude_{x,y,z} = double[>= 0.0]
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speed_{x,y,z} = double
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// else if entityType = 6 (text box)
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-> **6 (text box)**
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[.. text, tred, tgreen, tblue] with
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text = {char*}
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// else if entityType = 7 (warp text box)
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-> **7 (warp text box)**
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[.. dest_folder, room_count, text, tred, tgreen, tblue] with
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{dest_folder,text} = {char*} (length <= 50)
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{r,g,b} = int[0-256]
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// else if entityType = 8 (lock box)
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-> **8 (lock box)**
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[.. cost, doPay, tred, tgreen, tblue] with
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cost = int[> 0] (0 breaks)
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doPay = {0, 1} (bool)
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else
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[..]
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