-; Reset points; there can be more than one
-; Reset points are positions where the player passes through and
-; if he dies, he will be back to there. They are invisible
- (reset-points
- (point (x 6988) (y 222))
- )
-; Objects include enemies, may include more stuff in the future
-; just as moving plataforms...
- (objects
- (mriceblock (x 13919) (y 384))
- (mriceblock (x 14258) (y 366))
- (mriceblock (x 12996) (y 248))
- (mriceblock (x 13058) (y 250))
- (mriceblock (x 12933) (y 245))
+; Level's music file from data/music
+ (music "fortress.mod")
+; This level will use a vertical background
+; You can also set a background image by using:
+; (background "arctis.jpg")
+ (background
+ (top_red 0)
+ (top_green 0)
+ (top_blue 0)
+ (bottom_red 150)
+ (bottom_green 0)
+ (bottom_blue 0)
+ )
+; Now let's go for tilemaps. Tilemaps are the tiles field. We can have more
+; than one. Each one has the following properites:
+; layer - can be foreground (drawn above player), interactive (interacts with player,
+; (solid #t) has to be set, as well), background (drawn below the player).
+; speed - this can be used for parallax effects. Better use a level editor (though
+; there is not yet one that supports it) to edit this.
+ (tilemap
+ (layer "interactive")
+ (solid #t)
+ (speed 1)
+; width and height of the tilemap. Has to be specified.
+ (width 525)
+ (height 15)
+; Here goes the tilemap :
+ (tiles 64 64 69 68 68 ...
+ ....
+ ....)
+ )
+; Another tilemap, this is the background one
+ (tilemap
+ (layer "background")
+ (solid #f)
+ (speed 1)
+ (width 525)
+ (height 15)
+ (tiles 0 0 ...
+ ... )
+ )
+; Yet another one. Normally there are only three.
+ (tilemap
+ (layer "foreground")
+ (solid #f)
+ (speed 1)
+ (width 525)
+ (height 15)
+ (tiles 0 0 0 0 ...
+ ...)
+ )
+; Let's setup a few bad guys.
+ (jumpy
+ (x 1277)
+ (y 388)
+; stay-on-platform is a flag to tell them not to fall from
+; their platforms.
+ (stay-on-platform #f)
+ )
+ (mriceblock
+ (x 4345)
+ (y 380)
+ (stay-on-platform #f)
+ )
+ (stalactite
+ (x 790)
+ (y 96)
+ (stay-on-platform #f)
+ )
+; At last, but not least, the camera:
+; (Order doesn't matter for Lisp, so camera could be on top or the middle)
+ (camera
+; This is the ordinary mode, but we can also have an auto one.
+; "auto" can be used to create a path to the camera.
+; Here is an example of an auto camera:
+; (camera
+; (mode "autoscroll")
+; (path
+; (point (x 0) (y 0) (speed 0.5))
+; (point (x 500) (y 0) (speed 2))
+; (point (x 1200) (y 0) (speed 1))
+; (point (x 3000) (y 0) (speed 1))
+; (point (x 1500) (y 0) (speed 1.4))
+; (point (x 99999) (y 0))
+; )
+; )
+ (mode "normal")
+; backscrolling is only set for normal. It says if player can back
+; scroll or not (just go to the front).
+ (backscrolling #t)
+ )
+; We could also setup other objects, like trampolins, doors (to swap),
+; and moving platform. Please check another level (ie. in test/) that
+; uses them to learn more about them.