level10


//level data file, all the info we need to create the level
//Anything with a "//" in front of it is just a comment and is only here for information


//background graphic, must be 320 or bigger in height and 240 or more in size
background_graphic|graphics\level1\CC00_BG.jpg

//these control how much the character is scaled. If you want her to get really
//small quickly, you can do that by adjusting this ratio

//the point of the farthest away a person can get in pixels, measured from the bottom
set_field_start|290
//the point where the char is the biggest, measured in pixels from the bottom (0 for the bottom of the screen)
set_field_end|0
//what percent the player should scale when farthest away (also effects speed/attack range automatically)
set_scale_mod|0.80


//this sets the area in which the player and creatures can walk, (hardboxes are overlayed over this)
//a rect is left, top, right, bottom in pixels.
rect_playfield|0|245|1600|400

//this controls where the player starts. Comment this out and it will start at the left bottom of level.
//x/y format in pixels
set_start_position|200|380

//monster settings for this level, self explanatory mostly

kills_required_to_continue|2
creatures_to_spawn|2
max_creatures_on_screen_at_once|1
//creatures will wait at least this long before spawning one after another
//(in milliseconds, 1000=one second)
spawn_delay_min|1000
//creatures will not take longer than this amount inbetween spawns
spawn_delay_max|4000
//delay before the first creature spawns, let's the player get his bearings
initial_delay|4000


//main enemy on this level
//-1 is none
//100 is wolf
//101 is zombie
//102 is ant
//104 is snow monster
//105 is dracula
//106 is mean alien
//107 is Dragon Fly
//108 is Alien
//109 is Frog
//110 is PLALL
//111 is BOSS plall
//112 is BOSS wolf

main_enemy|111
secondary_enemy|-1

set_boss|109
set_boss_intro_wave|sounds\\boss_intro1.wav


//level to go to after this is one is completed, leave commented out to just advance by one number
//next_level|2

set_intro_text|A dramatic turn of events holds the key to closing the chasm...

//Sprite help information:

//orientation can be: be up_left, centered, down_middle, default is up left

//if "animation_active" is set, this number is how fast the anim plays.
//1000=1 second. When specifying an animation, don't include the 01.tga
//in the filename, this is added. It autoloads as many as it can find in
//the sequence.

//sprite_clear clears to defaults, sprite_create creates a sprite with the info
//currently set. This way, you could create a lot of tree sprites by just changing
//the x/y and calling create_sprite repeately, without having to set all the info
//for each tree.

//if set_sort is set, this is the y pixel cordinate at which the image is deemed
//"part of the background". Any graphic with a higher sort (y pixel) will be drawn
//in front. By default this is usually correct, it sets it to the bottom of the
//sprite.


//SPRITE TREE
sprite_clear
filename|graphics\level1\CC01_TR.png
//animation_active|300
//set_sort|-50
cordinates|0|127
scale|100
orientation|up_left
sprite_create

//SPRITE TREE
sprite_clear
filename|graphics\level1\CC02_TR.png
//animation_active|300
//set_sort|-50
cordinates|55|178
scale|100
orientation|up_left
sprite_create

//SPRITE TREE
sprite_clear
filename|graphics\level1\CC03_TR.png
//animation_active|300
//set_sort|-50
cordinates|0|110
scale|100
orientation|up_left
sprite_create

//SPRITE TREE
sprite_clear
filename|graphics\level1\CC04_TR.png
//animation_active|300
//set_sort|-50
cordinates|134|104
scale|100
orientation|up_left
sprite_create

//SPRITE TREE
sprite_clear
filename|graphics\level1\CC05_TR.png
//animation_active|300
//set_sort|-50
cordinates|421|131
scale|100
orientation|up_left
sprite_create

//SPRITE TREE
sprite_clear
filename|graphics\level1\CC06_TR.png
//animation_active|300
//set_sort|-50
cordinates|1337|119
scale|100
orientation|up_left
sprite_create

//SPRITE TREE
sprite_clear
filename|graphics\level1\CC07_TR.png
//animation_active|300
//set_sort|-50
cordinates|1492|117
scale|100
orientation|up_left
sprite_create



//**************** HARDBOXES ******************

//for a hardbox, you set the rect, then the fourth num is the type.
//Remember: a rect is left, top, right, bottom in pixels.

//Type definations:
//type 0 is impassable
//type 1 is passable

//For overlapping areas, the order determines who gets precendence. (last one listed does)
//You should never need to use type 1 unless it's easier to make everything unpassable, then list a few rects
//to show what is passable. By default the whole playfield is passable.

//box for FOREST
add_hardbox|0|244|65|240|0
add_hardbox|65|244|80|266|0
add_hardbox|80|244|135|240|0
add_hardbox|135|244|257|279|0
add_hardbox|257|244|460|268|0
add_hardbox|460|244|750|255|0
add_hardbox|750|244|1440|247|0

//box for FOREST LEFTSIDE
add_hardbox|1413|314|1438|400|0
add_hardbox|1438|244|1600|400|0


//add more add_hardbox lines as needed


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