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# 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 = 0xf0f0f0
particleColor = 0x4040e0,0x00b000,0xf0d0d0,0xf0f000,0xf02020,0x808080,0xe08020,0xf0f0f0,0xa0c0d0,0x70a0b0,0x4a80a0,0x206080,0x004050,0x504040,0xc8d8e0,0x88b0c0
tiles = 37
# 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
# blue flag - always animate
frames_3 = 14
anim_3 = 1
type_3 = 0
sound_3 = -1
# arrows left - always animate
frames_4 = 7
anim_4 = 1
type_4 = 4
sound_4 = -1
# arrows right - always animate
frames_5 = 7
anim_5 = 1
type_5 = 3
sound_5 = -1
# water - always animate
frames_6 = 8
anim_6 = 1
type_6 = 5
sound_6 = 9
# blade trap - animate on trigger
frames_7 = 25
anim_7 = 2
type_7 = 6
# animated part of exit - always animate
frames_8 = 6
anim_8 = 1
type_8 = 0
sound_8 = -1
# zapper trap - animate on trigger
frames_9 = 8
anim_9 = 2
type_9 = 6
sound_9 = 6
# zapper trap - animate on trigger
frames_10 = 16
anim_10 = 2
type_10 = 6
sound_10 = 6
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