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notes.txt
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notes.txt
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levels.json
display height is the height of the screen without the UI
Levels array:
flags array:
x: % of total width
y: % of total /!\display/!\ height
towers array:
x % total width
y % total /!\display/!\ height
img: image key
dmg: int
range: % of total width
attack_delay: int time in ms
units_path array:
Fx: Flag curve handle
Tx: Tower curve handle
units array: allowed unit key
res:
start_wood: int number of wood at start
start_metal: int number of metal at start
start_food: int number of food at start
total_wood: int total number of wood
total_metal: int total number of metal
total_food: int total number of food
terrains array:
/!\ DO NOT SET POS FOR THE STARTING TERRAIN /!\
pos:position of the terrian relative to previous one, offset is automatically known with align value (top & bottom = offsetX left & right=offsetY)
align:string previous terrain alignment /!\ ALWAYS SET TO TOP /!\ Not developped for something else but easily could be /!\
offset: % of total width
tree array:
shape:
fx: graphic method to use (lineTo/moveTo/beizerCurve...)
points: arg of method //Use 200 as total game width and 300 as total /!\display height/!\ then rescale by setting pos.width/height
pos:
x: int=px / string=% of total width
y: int=px / string=% of total width
width: % of total width
height: % of total height
aX: anchorX //Only set if you
ay: anchorY //need to change anchor
dirt array
shape:
fx: graphic method to use (lineTo/moveTo/curve...)
points: arg of method //Use 200 as total game width and 300 as total /!\display height/!\ then rescale by setting pos.width/height
pos:
x: int=px string=% of total width
y: int=px string=% of total width
width: % of total width
height: % of total height
aX: anchorX //Only set if you
ay: anchorY //need to change anchor
res_area array:
pos:
x: int=px / string=% relative to total game width
y: int=px / string=% relative to total game height
width: % of total width, height is set accordingly
points array: Used to build a polygon
x: int=px (use like shape.points) / string=relative to tree.shape or flag or tower side -> shapeindex+"_"+side
y: int=px (use like shape.points) / string=relative to tree.shape or flag or tower side -> shapeindex+"_"+side