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+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