binding-of-isaac/levels/level_00/room_0

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Blocks :
[-16.0, -1.0, -16.0, 32.0, 1.0, 32.0, 0.0, 0.0, 128, 192, 128]
[-15.0, 0.0, -15.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128]
[-15.0, 0.0, 13.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128]
[13.0, 0.0, -15.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128]
[13.0, 0.0, 13.0, 2.0, 10.0, 2.0, 0.0, 0.0, 128, 128, 128]
Entities:
[-0.5, 5.0, -0.5, 1.0, 1.0, 1.0, 0.0, 0.0, 255, 255, 0, 10, 0, 0]
[-11.0, 0.0, -1.0, 2.0, 2.0, 2.0, 0.0, 0.0, 255, 255, 255, 1, 0, 6, welcome here, 222, 222, 222]
[9.0, 0.0, -1.0, 2.0, 2.0, 2.0, 0.0, 0.0, 255, 255, 0, 1, 0, 6, collect coins to advance, 222, 222, 111]
[-1.0, 0.0, -11.0, 2.0, 2.0, 2.0, 0.0, 0.0, 255, 0, 0, 1, 0, 6, if HP goes to 0 its game over, 222, 222, 111]
[-1.0, 0.0, 9.0, 2.0, 2.0, 2.0, 0.0, 0.0, 0, 0, 255, 1, 0, 6, enjoy, 222, 222, 111]
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
[..]