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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 | 
