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Defined Entities

Koschi edited this page Mar 30, 2015 · 1 revision
  1. summary Overview of all defined entities (date 2014/04/12)

List of all used entities

*Rep* *used in Level* / *.inc file* *description*
BB default.inc old Ball
BB twirl.inc new Ball
^O + ^X spike.inc spikes kill the ball, this spikes direction is *up*
o^ + x^ spike.inc spikes kill the ball, this spikes direction is *down*
o> + x> spike.inc spikes kill the ball, this spikes direction is *right*
>o + >x spike.inc spikes kill the ball, this spikes direction is *left*
t1 Phase_out.inc this Targets give 100 Points and it is temporaly not hitable
t1 static.inc this Targets give 100 points
c1 static.inc this Targets give 100 points and it circulate around in a distance of *500 px*
c2 static.inc this Targets give 100 points and it circulate around in a distance of *720 px*
c3 static.inc this Targets give 100 points and it circulate around in a distance of *820 px*
c4 static.inc this Targets give 100 points and it circulate around in a distance of *1020 px*
bt static.inc this bonustarget give 10 points
b1 static.inc this bonustarget give 10 points and it circulate around in a distance of *500 px*
1t static.inc this Targets give 100 Points and change gravity *(x=0; y=-40)*
2t static.inc this Targets give 100 Points and change gravity *(x=0; y=40)*
3t static.inc this Targets give 100 Points and change gravity *(x=40; y=0)*
4t static.inc this Targets give 100 Points and change gravity *(x=-40; y=0)*
TT wood.inc Standard Teeter horizontal
T2 wood.inc Standard Teeter vertical
T3 wood.inc Teeter vertical after hit Change gravity *(x=-10; y=0)*
T4 wood.inc Teeter vertical after hit Change gravity *(x=10; y=0)*
F1 wood.inc flipperteeter horizontal pivot Point is right
F2 wood.inc flipperteeter horizontal pivot Point is left
P1 wood.inc Paddel vertical no pivot Point moves up and down after hit change gravity *(x=-10; y=0)*
P2 wood.inc Paddel vertical no pivot Point moves up and down after hit change gravity *(x=10; y=0)*
w1 - w6 walls.inc wall sandy-texture 60x60
d1 - d6 walls.inc wall sandy-texture 60x60
s1 - s6 walls.inc wall sandy-texture 60x60
h1 - h6 walls.inc wall sandy-texture 60x120
W1 - W6 walls.inc wall sandy-texture 120x60
D1 - D6 walls.inc wall sandy-texture 120x60
q1 - q4 walls.inc wall wood-texture 60x60
g1 - g4 walls.inc window-texture 60x60 no physics
)1 - )6 walls.inc Triangel wall sandy-texture 90° left upper corner
(1 - (6 walls.inc Triangel wall sandy-texture 90° right upper corner
/1 - /6 walls.inc Triangel wall sandy-texture 90° right lower corner
\1 - \6 walls.inc Triangel wall sandy-texture 90° left lower corner
Do "Level 4" / 004.lvl Area Change gravity *(x=0; y=40)*
Ri "Level 4" / 004.lvl Area Change gravity *(x=40; y=0)*
Le "Level 4" / 004.lvl Area Change gravity *(x=-40; y=0)*
Up "Level 4" / 004.lvl Area Change gravity *(x=0; y=-40)*
AR "Level 4" / 004.lvl Arrow that shows gravity direction
R1 "Level 6" / 006.lvl Area for checkpoint
R2 "Level 6" / 006.lvl Area for checkpoint
x1 "Level 6" / 006.lvl Wall - when the ball hit the wall he Change his color
X1-X3 "Level 6" / 006.lvl Wall - Ball with correct Color can through this wall
ra "Up and Down" / 007.lvl Area that apply a force to the ball *(x=20; y=0)*
la "Up and Down" / 007.lvl Area that apply a force to the ball *(x=-20; y=0)*
GT "Up and Down" / 007.lvl `GhostTeeter` sometimes he can not hit the ball (semi transparent then)
ti "Up and Down" / 007.lvl timer to control the `GhostTeeter`
br "Up and Down" / 007.lvl Wall that apply an impulse to the ball when the ball hit the Wall *(x=50; y=0)*
bl "Up and Down" / 007.lvl Wall that apply an impulse to the ball when the ball hit the Wall *(x=-50; y=0)*
TP "Shooting Range" / 012.lvl Teleport the ball to "BB" position
RR "Level 2" / 016.lvl Rotating Teeter (no control)
P1 "Level 2" / 016.lvl Wall - when ball hit this wall on the top the wall push the ball back
GL & GR "Level 2" / 016.lvl Gate (like a gull-wing door) when the ball hit one of them the gate opens
k1 - k6 "Rocket Science" / 017.lvl wall sandy-texture 60x60 fall down (physic-rules)
a1 - a6 "Rocket Science" / 017.lvl wall sandy-texture 60x60 destroyable and fall down (physic-rules)
K1 - K6 "Rocket Science" / 017.lvl wall sandy-texture 120x60 destroyable and fall down (physic-rules)
A1 - A6 "Rocket Science" / 017.lvl wall sandy-texture 120x60 fall down (physic-rules)
m1 "Moving Walls" / 024.lvl wall 60x60 moving horizontal in sinus rhythm
m2 "Moving Walls" / 024.lvl wall 60x60 moving horizontal in cosinus rhythm
M1 "Moving Spikes" / 025.lvl wall 120x60 moving vertical in sinus rhythm
M2 "Moving Spikes" / 025.lvl wall 120x60 moving vertical in cosinus rhythm
MO & MX "Moving Spikes" / 025.lvl Spikes moving vertical in sinus rhythm, spikes direction is *down*
oM & xM "Moving Spikes" / 025.lvl Spikes moving vertical in cosinus rhythm, spikes direction is *up*
M2 "RR Fliper" / 026.lvl device to shoot in the ball (flipperlike)
P1 - P8 "RR Fliper" / 026.lvl Wall - when the ball hit this wall from a specific direction the ball will push back
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