LEVEL AA
//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
//level_name|Windmill 2
//background graphic, must be 320 or bigger in height and 240 or more in size
background_graphic|graphics\level1\AA00_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|200|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|16
creatures_to_spawn|16
max_creatures_on_screen_at_once|4
//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
//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
//112 boss wolf
main_enemy|100
secondary_enemy|-1
//boss will be a big wolf
set_boss|112
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
//optional setting to display a drop down message as the level starts
set_intro_text|Fool! The alliance is not a holy one!
//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.png
//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.
//a LEAVES
sprite_clear
filename|graphics\level1\AA06_LV.png
//animation_active|1000
//set_sort|1000
cordinates|0|187
scale|100
orientation|up_left
sprite_create
//GRASSES!!!
sprite_clear
filename|graphics\level1\AA02_GR.png
//animation_active|1000
//set_sort|1000
cordinates|0|320
scale|100
orientation|up_left
sprite_create
sprite_clear
filename|graphics\level1\AA03_GR.png
//animation_active|1000
//set_sort|1000
cordinates|0|280
scale|100
//can be up_left, centered, down_middle, default is up left
orientation|up_left
sprite_create
sprite_clear
filename|graphics\level1\AA04_GR.png
//animation_active|1000
//set_sort|1000
cordinates|0|240
scale|100
orientation|up_left
sprite_create
sprite_clear
filename|graphics\level1\AA05_GR.png
//animation_active|1000
//set_sort|1000
cordinates|0|200
scale|100
orientation|up_left
sprite_create
//Animated windmill
sprite_clear
filename|graphics\level1\AA01_WD
animation_active|300
set_sort|-50
cordinates|1027|0
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 the big windmill
//add_hardbox|0|0|296|337|0
//add more add_hardbox lines as needed
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