| LEVL
- Marks the beginning of a TWIGZ "Level" file.
These files have the extension".lvl" and can be
created with the TWIGZ Map Maker available for download
as part of the TWIGZ SDK. |
| |
| Room
Number - INTEGER representing the level, or room,
number. |
| |
| ROOM
- Marks the beginning of room data. Each level, or screen,
in TWIGZ is called a room. |
| |
| RMHD
- marks the beginning of the Room Header |
| |
| Room
Image Height - INTEGER representing the height, in
pixels, of the room image (usually 144 pixels) |
| |
| Room
Image Width - INTEGER representing the width, in
pixels, of the room image (MUST be an EVEN number and it
CANNOT exceed 960 pixels) |
| |
| Total
Objects - INTEGER representing total objects in the
room. Objects are things the Ego can interact with and sometimes
even pick up. |
| |
| Total
Actors - INTEGER representing total actors in the
room. An actor is a person (usually) that is animated. The
Ego can usually talk to actors. Actors are animated based
on COSTUMES |
| |
| ID,
Name, Headless
- INTEGER, STRING, INTEGER respectively. The ID represents
the Actor's ID number starting from 4001 for the first actor.
The Name is the Actor's name. Headless is an INTEGER that
can either be (-1 for TRUE) or (0 for FALSE). If Headless
is TRUE the actor will not be displayed with a body and
a separate head, instead he will be placed at the EXACT
X,Y position specified by any script, and he will be shown
standing without a separate head add-on. An example of this
would be the Bunny in the first room of the TWIGZ DEMO. |
| |
| BOXS
- Marks the beginning of walking box data. All walking boxes
are convex polygons with 4 vertices, all connected in some
way. |
| |
| Total
Boxes - INTEGER representing the number of walking
boxes in the room. |
| |
| X,
Y (4) - 4 INTEGERs representing the X, Y coordinates
for each vertex. There are 4 pairs of coordinates for EACH
box (if Total Boxes = 4 then there would be 16 pairs of
coordinates, or 4 pairs * 4 boxes) |
| |
| Start
Scale Index, End Scale Index - SINGLE floating point
numbers representing the scale factor to be applied to the
Ego. Start Scale represents the scale factor at the southern
position of a walking box and End Scale represents the scale
factor at the northern position of a walking box. (MAX =
.99999, MIN = .15, No Scale if Start Scale Index = 0) |
| |
| Z
Index - INTEGER representing the z-index to be applied
to the Ego when he is in that walking box. This can be thought
of as the distance from the origin on the z-axis (where
0 is at the screen and positive infinity is deep into the
screen). This is used with room image masks to add a 3D
effect (appears that the Ego is walking behind things).
|
| |
| BOXM
- Marks the start of the Box Matrix data |
| |
| Connectivity
Matrix - A matrix representing the
shortest path from any walking box to another. See The
Black Art of Linear Algebra for more details |
| |
| BXMD
- Marks the start of Box Midpoint
data |
| |
| X,
Y - INTEGERs representing the X, Y
coordinates of the midpoints for all connected walking box
edges. |
| |
| CPAL
- Marks the beginning of the Color Palette data |
| |
| Red,
Green, Blue (256) - INTEGERS representing
the Red, Green, & Blue values for all 256 colors in
the palette (MIN = 0, MAX = 63) |
| |
| CYCL
- Marks the beginning of Palette Cycling data. |
| |
| Total
Colors - INTEGER representing the
total number of colors for palette rotation effects
(MAX = 5) |
| |
| Color
Number - INTEGER representing the
color index number (0 - 255) |
| |
| Start
Red, Start Green, Start Blue -
INTEGERs representing the starting RGB values for the current
color |
| |
| End
Red, End Green, End Blue -
INTEGERs representing the ending RGB values for the current
color |
| |
| Time
- SINGLE floating point number representing the time (in
seconds) it should take to get from the start RGB values
to the end RGB values (NOTE: the four values from "Color
Number" to "Time" are repeated for "Total
Colors" times). |
| |
| RIMM
- Marks the beginning of the Room
Image data |
| |
| IMHD
- Marks the beginning of the Image
Header data |
| |
| Number
of Z-Indexes - INTEGER representing
the highest z-index value for any walking box in the room
(currently NOT used by the engine) |
| |
| IM##
- Marks the beginning of Image data (## corresponds to the
image number starting from IM00). |
| |
| MI##
- Marks the beginning of Mask Image
data (##
corresponds to the image number, starting from MI00, where
MI00 is the mask image map for Image IM00, etc.) |
| |
| Pixel
Map - a listing of all the pixel color
index numbers for an Image, Mask Image, or Object Image.
|
| |
| OBHD
- Marks the beginning of the Object
Header data |
| |
| ID
- INTEGER representing the object's
global identification number (MIN = 1, MAX = 3000) |
| |
| Bin
Variable - INTEGER representing
the global "binary variable" which corresponds
to the object. (0 = No BV associated with object). |
| |
| Bin
Variable Status - INTEGER representing
the STARTING status for that BV (-1 = Don't show picture
but still create "hot-spot", 0 = No picture or
"hot-spot", 1 = Show 1st picture, 2 = Show 2nd
picture, # = Show #th picture). |
| |
| Exit
Type - INTEGER representing
the exit type for an object. Used to change the cursor to
a directional arrow & to tell the engine that it will
need to load a new level (0 = None, 1 = N, 2 = NE, 3 = E,
4 = SE, 5 = S, 6 = SW, 7 = W, 8 = NW). |
| |
| Total
Images - INTEGER representing
the total number of images that make up this object (0 =
already part of map, non-changing object). |
| |
| X
- INTEGER representing the X position
of the object to be drawn on the screen. |
| |
| Y
- INTEGER representing the Y position
of the object to be drawn on the screen. |
| |
| Width
- INTEGER representing the width of the object (used for
creating "hot-spot"). |
| |
| Height
- INTEGER representing the height of the object (used for
creating "hot-spot"). |
| |
| Start
Offset - INTEGER representing the location in XMS
memory where the beginning of all the object's image files
are stored |
| |
| Walk-To
X, Walk-To Y - INTEGERs representing the X, Y coordinates
that the Ego will walk to when the object is clicked on. |
| |
| Name
- STRING representing the name of the object (will appear
in the prompt in the GUI). |
| |
| ...
... ... ... - all nodes under the Object Header (OBHD)
are repeated for ALL objects (Total
Objects) in the level file |