binding-of-isaac/README.md

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# --| Syntax for level files |--
1) **General rule**
each file must be named "room_k" where k is a positive integer
if "room_k" exists then all "room_u" where 0 <= u < k exists
2) **Data structure**
below is a detailled list for all block types ;
each block type (Blocks, Teleporters, Entities) must have the corresponding word directly above it
not all three keywords have to be written
*Data-specific structure :*
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 (non-moving explosive)**
-> **2 (seeking explosive)**
-> **3 (shooting non-moving explosive)**
-> **4 (moving platform)**
[.. amplitude_x, amplitude_y, amplitude_z, mult, divd, phase] with *<- extra arguments at the end of []*
amplitude_{x,y,z} = double[>= 0.0]
{mult,divd} = int
{phase} = int[0, 360]
-> **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
-> **6 (text box)**
[.. text, tred, tgreen, tblue] with
text = {char*}
-> **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]
-> **8 (lock box)**
[.. cost, doPay, tred, tgreen, tblue] with
cost = int[> 0] (0 breaks)
doPay = {0, 1} (bool)