#Wall format: Image file (contains pixel data, transparency, height), modifier Type wall.1 = brick1, solid Type wall.2 = brick2, break Type wall.3 = granite, solid #enemy format: Image/stats, modifier Type npc.1 = knight, invincible Type npc.2 = goblin, invincible Type npc.3 = rat, normal #Initial direction and position of player Start = (3, 2) # Room 2 Direction = West floor = brick1 ceiling = wood1 # A group is collection of walls that can be copied anywhere. Simply put, it is "copy and paste" # To apply a group, use: 'Put (, ), , ' # Should basic shapes be included by default? Group.foo = 3 (0, -1) (0, 1) Group.foo = 3 (-1, 0) (1, 0) # Main room Room 1 # Boundary walls wall.1 (0, 0) (4, 0 ) # north wall wall.1 : (4, 1.5) # upper east wall wall.2 : (4, 2.5) # fake wall wall.1 : (4, 4 ) # lower east wall wall.1 : (0, 4 ) # south wall wall.1 : (0, 0 ) # west wall # Inside walls # wall.3 (2, 1) (2, 3) # north-south wall # wall.3 (1, 2) (3, 2) # west-east wall put.foo (2, 2), 1, 0 npc.1 (1, 1) # A knight npc.2 (1, 1.5) # A goblin to fight the knight npc.1 (1, 3) # Another knight npc.2 (1, 3.5) # Another goblin to fight the knight npc.3 (3.5,3.5) # A scurrying rat # Starting closet Room 2 # Bounding walls wall.1 (4, 1.5) (6, 1.5) # north closet wall wall.1 : (6, 2.5) # back closet wall wall.1 : (4, 2.5) # south closet wall #Just an example for the parser to work on loading text Message (2.1, 2.1) : Hello World ! this is a sample message. # A sample chest chest (0.1, 2) #Just an example of an exit for the parser to work with #syntax: Exit = ( , ) Exit intro = (100, 100)