Blocks : [-16.0, -1.0, -16.0, 32.0, 1.0, 32.0, 0.0, 0.0, 128, 128, 128] [-5.0, 13.0, -5.0, 10.0, 1.0, 10.0, 0.0, 0.0, 255, 255, 255] [-1.0, 0.0, -15.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128] [-1.0, 0.0, 13.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128] [-15.0, 0.0, -1.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128] [13.0, 0.0, -1.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128] Entities: [-1.0, 15.0, -1.0, 2.0, 2.0, 2.0, 0.0, 0.0, 255, 255, 255, 1, 10, 0] [2.0 , 0.0 , 2.0 , 1.0, 1.0, 1.0, 0.0, 0.0, 255, 255, 255, 1, 0 , 6, hope you like parkour, 255, 192, 192] [-2.0, 1.0 , -2.0, 2.0, 2.0, 2.0, 0.0, 0.0, 255, 255, 128, 1, 0 , 8, 50, 1, 128, 128, 128] [-1.5, 1.5 , -1.5, 1.0, 1.0, 1.0, 0.0, 0.0, 192, 192, 192, 1, 0 , 7, levels/level_01/, 7, great, 192, 192, 192] Weight : 0 $ blocks: [x, y, z, w, h, d, rhz, rvt, r, g, b] teleporters: [x, y, z, w, h, d, rhz, rvt, r, g, b, dest_chx, dest_chy] entities: [x, y, z, w, h, d, rhz, rvt, r, g, b, hp, damage, entityType ..] // Entity types are : // 0 (coin) -> damage equals the coin's value // 1 (still explosive) // 2 (seeking explosive) // 3 (shooting still explosive) // if entityType = 4 (moving platform) [.. amplitude_x, amplitude_y, amplitude_z, mult, divd, phase] with amplitude_{x,y,z} = double[>= 0.0] {mult,divd} = int {phase} = int[0, 360] // else if entityType = 5 (linear moving platform) [.. amplitude_x, amplitude_y, amplitude_z, speed_x, speed_y, speed_z] with amplitude_{x,y,z} = double[>= 0.0] speed_{x,y,z} = double // else if entityType = 6 (text box) [.. text, tred, tgreen, tblue] with text = {char*} // else if entityType = 7 (warp text box) [.. dest_folder, room_count, text, tred, tgreen, tblue] with {dest_folder,text} = {char*} (length <= 50) {r,g,b} = int[0-256] // else if entityType = 8 (lock box) [.. cost, doPay, tred, tgreen, tblue] with cost = int[> 0] (0 breaks) doPay = {0, 1} (bool) else [..]