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Diffstat (limited to 'LEVELS/README')
-rw-r--r-- | LEVELS/README | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/LEVELS/README b/LEVELS/README new file mode 100644 index 0000000..766579b --- /dev/null +++ b/LEVELS/README @@ -0,0 +1,61 @@ +Level definitions made up of : +------------------------------ + +lunar.desc - Level description file +<file> - Level file <n> + + +Format of level description file : +---------------------------------- + +Name of level set +<no of level files> +<filename 1> +<filename 2> + ..... + ..... +<filename N> + + +Format of level files : +----------------------- + +Name of level +<type of polygon N> (M=Mountain, P=Pad, + X=Asteroid c/wise, Y=Asteroid a/cwise, O=Mine) +<origin of polygon N> (integer X,Y) +<point 1 of polygon N> (integer X,Y) +<point 2 of polygon N> (integer X,Y) + ............ +<point M of polygon N> (integer X,Y) +-666,-666 (end polygon marker) +<type of polygon N+1> + ............ + ............ + + +TIPS: +----- + +1. Remember the lander starts out at (0,0) + +2. Make the outside of the level the _inside_ of a large polygon - if you don't + want to be able to drift out into space! + +3. Asteroids are the same as mountains, but rotate to cause hassle - you could + always make the outside of the level an asteriod if you wanted!! + +4. The _centre_ of an asteroid doesn't have to be it's real centre - this way + you can generate orbitting objects. + +5. Mines cause engine damage and disappear once hit. + +6. The vector routines aren't particularly flash!! Don't get carried away! + +7. Use ledit to make the levels - it _will_ stop your hair falling out! :-) + +8. Current limits are (double check with code) + + Max levels - 32 + Max objetcs per level - 64 + Max lines per object - 32 |