# animation types # 0 - don't animate # 1 - animate continously # 2 - trap - animate on trigger - else show first pic # 3 - entry animation: animate once at level start # object types # 0 - passive # 3 - no digging to the left # 4 - no digging to the right # 5 - trap which makes lemmings drown (water/quick sand/mud) # 6 - trap which replaces lemming with death animation # 7 - trap which triggers lemming death animation # 8 - exit # 32 - entry bgColor = 0x000033 debrisColor = 0x50d0f0 particleColor = 0x4040e0,0x00b000,0xf0d0d0,0xf0f000,0xf02020,0x808080,0x50d0f0,0x50d0f0,0x30a0f0,0x1060b0,0x004090,0xf0f070,0xc0a040,0x906010,0x603000,0x286877 tiles = 64 # exit - non animated part frames_0 = 1 anim_0 = 0 type_0 = 8 sound_0 = 14 # entry - animate once frames_1 = 10 anim_1 = 3 type_1 = 32 sound_1 = 5 # green flag - always animate frames_2 = 14 anim_2 = 1 type_2 = 0 sound_2 = -1 # arrows left - always animate frames_3 = 7 anim_3 = 1 type_3 = 4 sound_3 = -1 # arrows right - always animate frames_4 = 7 anim_4 = 1 type_4 = 3 sound_4 = -1 # bubble water - always animate frames_5 = 6 anim_5 = 1 type_5 = 5 sound_5 = 9 # red arrow - always animate (animated part of exit) frames_6 = 7 anim_6 = 1 type_6 = 0 sound_6 = -1 # blue flag - always animate frames_7 = 14 anim_7 = 1 type_7 = 0 sound_7 = -1 # zapper trap - animate on trigger frames_8 = 14 anim_8 = 2 type_8 = 6 sound_8 = 6 # pipe trap - animate on trigger frames_9 = 20 anim_9 = 2 type_9 = 6 sound_9 = 19 # zapper (?) frames_10 = 1 anim_10 = 0 type_10 = 0 sound_10 = -1