|
||
---|---|---|
.vscode | ||
bin | ||
include | ||
levels | ||
obj | ||
res | ||
sound | ||
src | ||
templates | ||
Makefile | ||
README.md |
README.md
--| Controls |--
-
in-game:
WASD/ZQSD (depends on keyboard, usually WASD) - movement
QE/AE (depends on keyboard, usually QE)- horizontal camera rotation
PM - vertical camera rotation
R - teleport to level_00
ESC - exit application -
while in menus:
<!> when editing a value : A (add), S (subtract), M (multiply), D (divide), ENTER/SPACE (proceed)
--| Syntax for level files |--
- General rules
. 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
. you can add text at the end of each line as comments
but do not use caps, this might confuse the parser
- 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 ..]
|> if entityType >= 4, use 1 for HP and 0 for damage <|
|> *Entity types are :* <|
-> 0 (coin) -> damage equals the coin's value
-> 1 (non-moving explosive)
-> 2 (seeking explosive)
-> 3 (shooting, maybe moving explosive)
[.. proj_speed, shoot_speed, shot_freq, shot_ttl] with
{all} = double[>= 0.0]
-> 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)
-> 9 (beat block)
[.. ontime, offtime, start] with
{ontime,offtime} = double[>0.0]
start = {0,1}
-> 10 (spinning platform)
[.. hz_speed, vt_speed] with
{hz_speed,vt_speed} = double
-> 11 (button trigger)
[.. freq, dtime] with
freq = int[0 - 15]
dtime = double([>0.0] for time-limited press, or use -1.0 if no deactivation)
-> 12 (button block)
[.. freq, defaultState] with
freq = int[0 - 15]
defaultState = {0, 1}
-> 13 (math block)
[.. defaultState, timeOff] with
defaultState = {0, 1}
dtime = double([>0.0] for time-limited press, or use -1.0 if no deactivation)