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- /*
- This is an example for a level.txt
- Copy this file to your new city-directory
- and modify
- */
-
- /* these are the descriptions for the first 3 values of a level:
- PALETTE 0=blue-green 1=green 2=blue 3=green-grey
- BACKITEM 0=border-box 1=double-cross 2=smallbox 3=bigbox
- GFX 0=long box 1=small-cars 2=circle 3=triangle 4=box
- */
-
- /* Data for first level */
- "Levelname", /* Levelname in quotation marks */
- PALETTE, /* value 0-3, select colour-palette */
- BACKITEM, /* value 0-3, select background-pattern */
- GFX, /* value 0-4, select gfx for cars */
-
- /* 3 values per skill */
- DELAY,RANDOM,TODO, /* easy */
- DELAY,RANDOM,TODO, /* medium */
- DELAY,RANDOM,TODO, /* hard */
-
- /* DELAY defines the frequency for the appearence of the cars */
- /* 5=very fast, 20=very slow */
-
- /* RANDOM probability for that a car really appeares after DELAY */
- /* 0=appears everytime, 7=doesn't appear too often */
-
- /* So the values DELAY and RANDOM in combination say how fast and how */
- /* many new cars will appear in the game. Low values make the game */
- /* very difficult, higher values make life easier. */
-
- /* TODO is the number of cars the must leave the screen before the */
- /* player will get into the blue bonusmode */
-
-
- /* Optional values for a leveldescription */
-
- robots,3,
- /* The keyword 'robot' must be written exactly in lower case */
- /* the followin value is the number of robots that will help the */
- /* player (should be lower than number of traffic-lights of course) */
-
- /* Optional part for definition of so called 'connections' */
- connect,
- CROSS-NO,DIRECTION,CROSS-NO2,
- CROSS-NO,DIRECTION,CROSS-NO2,
- endconnect,
- /* This section is described in a special chapter at the end */
- /* of the file */
-
- /* Optional part for definition of a new title */
- title "This is my new title
- and it consists of 3 lines
- and this is the last line"
-
- /* the new title will be displayed instead of the "Get Ready" message */
-
-
-
- /* now there can follow many more leveldescriptions */
-
- /* Data for second level */
- "l1",2,1,4,
- 17,4,100,
- 16,4,130,
- 15,3,160,
- robots,2,
-
- /* Data for third level */
- "level2",1,0,2,
- 16,4,100,
- 15,5,120,
- 14,2,240,
-
- /* The keyword 'end' must be the last word of the section */
- end
- /* the progam does not read any further */
-
- /*
- More examples can be found in
- RushHour/data/Atlanta/level.txt
- RushHour/data/Denver/level.txt
- */
-
-
-
- /*
- Chapter to discuss the connect-endconnect section
- -------------------------------------------------
-
- connect,
- CROSS-NO,DIRECTION,CROSS-NO2,
- CROSS-NO,DIRECTION,CROSS-NO2,
- endconnect,
-
- The section starts with the keyword 'connect' and
- ends with the keyword 'endconnect'.
- In between you can define so called connections, one per line.
- A connection tells the programm, how the cursor in the game
- can be moved. It's not important when the player is controling
- the game with the mouse. But in multiplayer-mode there is no
- mousecontrol and so you can only go up, down, left or right with
- your cursor. But if there is no crossing in the level with exactly
- the same height or width, the program will not know where to
- jump to. So you have to (you can) define additional connections.
-
- For example:
- Let's say, one level would have these crossings:
-
- X X
-
- X
- X
-
-
- The crossing will be numbered from left to right, from top to bottom:
-
- 0 1
-
- 2
- 3
-
- The program will detect automatically, that the cursor can go from
- 0 right to 1, and from 1 left to 0, because crossing 0 and 1 are
- at the same height. Also the program can see, that the cursor can
- move from 0 down to 3, and from 3 up to 0, because the two crossings
- are at the same width. So all there is left to do is to define the
- connections to crossing 2.
- connect,
- 1,d,2,
- 2,u,1,
- 3,r,2,
- 2,l,3,
- endconnect,
-
- The first line (1,d,2) says, that you can move from 1 down to 2.
- So the numbers stand for the crossings and the letter in between
- stands for:
- u = Up = Cursor up
- d = Down = Cursor down
- l = Left = Cursor left
- r = Right = Cursor right
-
- In case of bigger levels with many crossing it can be a lot of
- work to find all missing connections that must be defined. I
- for myself always draw a little picture on paper in order to
- not forget a link.
- As long as you play with mousecontrol in OnePlayerMode, you can
- completely forget connections and do without.
- And if it is too hard to define them, just send me the levels
- and I will see what I can do. (I've got some practise now :)
-
- */
-