view docs/Level_structure @ 498:62b9a4e21f1a

chickens in closed buildings deselected. building opens if you put in chickens and it's not full. opening building with move or select tool allows rearrangement of chickens in building. fixed multiselect in buildings.
author Adrianna Pińska <adrianna.pinska@gmail.com>
date Wed, 25 Nov 2009 23:51:33 +0000
parents 02a6de5629d6
children
line wrap: on
line source

Levels are stored as two files.

The level.tga file provides the tilemap for the starting layout. We use
two layers of pgu's tilemap - the tile layer, for the objects of interest,
and the code layer, which indicates the starting chicken positions.

Different codes mean chickens ahve different levels of equipment.

01 - chicken with no equipment
02 - chicken with helmet
03 - chicken with kevlar
04 - chicken with knife
05 - chicken with rifle
06 - chicken with kevlar & helmet
07 - chicken with helmet & knife
08 - chicken with kevlar & knife
09 - chicken with kevlar, helmet & knife
10 - chicken with helmet & rifle
11 - chicken with kevlar & rifle
12 - chicken with kevlar, helmet & rifle

The level.conf file allows the default game constants to be customised.

Example level.conf:

[Level]
Map: farm.tga
Goal: Survive
# -1 for unlimited
Turn limit: 14

[Game values]
Max Foxes: 10
Starting Cash: 100
Sell Price Egg: 10
Sell Price Chicken: 5
Sell Price Dead Fox: 5

[Fox probabilities]
Fox: 30
GreedyFox: 30
NinjaFox: 30
DemoFox: 9
Rinkhals: 1