# CONFIG # This configuration defines a level or group of related levels; it depends # on the preconfig config file being loaded; this config only populates the # world with already defined objects.. those objects should be defined in the # preconfig if they are generic. If they belong only in this level, perhaps # they should be defined here.. # # include preconfig config config-read preconfig.txt # post intro messages post-message "Demo Level" # which floor are we starting on in this level? startmap mainfloor # define the tiles for use on floors in this config # tile . name floor image floorgreen tile end tile @ name floorstart image floorgreen option starthere tile end tile , name floor image bluebrick tile end tile N name northwall image brownbrick option impassable tile end tile E name northwall image brownbrick offset_x 17 option impassable tile end tile S name northwall image brownbrick offset_x 34 option impassable tile end tile W name westwall image brownbrick offset_x 51 option impassable tile end tile Q name northwestwall image brownbrick offset_x 68 option impassable tile end tile - name ice image bluebrick offset_x 0 option slippery tile end tile x name conveyx conveyer 1 # associate to conveyer 1; no image needed #image convey4x option autotile # set up "offset" which *is* honoured for conveyer! tile end tile y name conveyy conveyer 2 # associate to conveyer 2; no image needed option autotile # set up "offset" which *is* honoured for conveyer! tile end tile j name conveyy2 conveyer 3 # associate to conveyer 3; no image needed option autotile # set up "offset" which *is* honoured for conveyer! offset_y 16 tile end tile k name conveyx2 conveyer 4 # associate to conveyer 4; no image needed option autotile # set up "offset" which *is* honoured for conveyer! offset_x 16 tile end tile d name doorx door 1 # associate with door-1 option autotile tile end door 1 # door 1 state closed # default state of door is closed anim_state open # define state "open" anim_image door2x # image to use offset_x 32 # offset in image anim_state closed # define state "closed" anim_image door2x # image to use option impassable # make it impassible while closed door end tile b name buttondoorx button 1 # associate with button-1 tile end button 1 # a lever is the same as a button w/ alt. artwork state alpha # state to begin in anim_state alpha anim_image buttongr toggle_door 1 # action to take on exit of state option trigger_entry exit_state beta # state to go to after this one anim_state beta anim_image buttonor exit_state alpha toggle_door 1 option trigger_entry button end tile o name buttondoorx button 2 # associate with button-1 tile end button 2 # a lever is the same as a button w/ alt. artwork state alpha # state to begin in anim_state alpha anim_image buttonor toggle_door 1 # action to take on exit of state option trigger_control exit_state beta # state to go to after this one anim_state beta anim_image buttongr exit_state alpha toggle_door 1 option trigger_control button end sprite orangekey door 1 # unlock door id 1 sprite end tile * name exit wayout 1 option autotile tile end wayout 1 floor 2ndfloor anim_steps 1 anim_offset_x 0 anim_image exit wayout end tile = name exit wayout 2 option autotile tile end wayout 2 floor mainfloor anim_steps 1 anim_offset_x 0 anim_image exit wayout end # make up a floor based on all those tiles # tilemap mainfloor width 30 height 30 row QNNNNNNNNNNNNNNNNNNNNNNNNNNNNN row W............................N row W............................N row QNNNNNNNNN....NNNNNNNNNNNNNNNN row W,,,,,E..N....E..............N row QS,SSSE..N....E......b...o...N row W........N....E..............N row W........N....EEEEEEE...EEEEEN row W........N...................N row WWWW...NNN.....@.............N row WWWWW...NN...................N row W...WW...N...................N row W....WW..N..N,NNNN...NNNNNNNNN row W....WW..N..W,,,,E...N.......N row W...........W,NN,E...N.*<....N row W...........W,SS,E...N.......N row W........N..W,,,,E...N.......N row WNNNNNNNNN..SSSSSS...NNNNNNd