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Defined Entities
Koschi edited this page Mar 30, 2015
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1 revision
- summary Overview of all defined entities (date 2014/04/12)
*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 |