# Layout of the .crf file format # # At the beginning of the file an unlimited number of lines with descriptions and comments is allowed. # As long as they start with a '#' # Next a line containing the following data is needed: # # # After this line the 2D tile array starts. # For each tile one of the following values must be given: # 'C' for corridors # 'O' for floors # '#' for walls # 'I' for entrance door # 'X' for exit door # '-' for empty tiles # # After the tiles all entities are written. # Each entity needs at least the following values: # # These are all the entities and their needed values: # Bomb: Bomb # LandMine: LandMine # Pitfall: Pitfall # Door: Door # Key: Key # Gate: Gate # Crate: Crate # Carrot: Carrot # KillerBunny: KillerBunny # VoidPlatform: VoidPlatform # InvisibleWall: InvisibleWall # DamagedWall: DamagedWall # Player: Player # PlayerTrigger: PlayerTrigger # Treasure: Treasure # WallFrame: WallFrame # Torch: Torch # Where color is specified by '///' and Direction is one of [NORTH, EAST, SOUTH, WEST]. # # Lastly all the lights are written in the same way as entities but with the addition of a color. # The following types of lights are supported: # AmbientLight: AmbientLight # PointLight: PointLight # # Note also that the filename must be of the format 'x_.crf' # Except that requirement this file is a fully functional map file. 4 4 2 1 # # # # # O O # X O - # # # # # 0 0 0 Key 0 1.5 4 WallFrame NORTH imageToDisplayRelativePath.png 4 12 2 PointLight .5/.5/0/.9 20