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Old 06-12-2007, 08:38 AM
Josh Jensen Josh Jensen is offline
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Join Date: Jan 2007
Posts: 81
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Each entry on a row starts with one of the following symbols.
  • . = Empty tile
  • * = Wall. The outer edge must be surrounded by a wall.
  • ^ = Entrance facing up. Followed by ball speed 0 - Normal, 1 - Fast, 2 - Slow.
  • v = Entrance facing down. Followed by ball speed 0 - Normal, 1 - Fast, 2 - Slow.
  • < = Entrance facing left. Followed by ball speed 0 - Normal, 1 - Fast, 2 - Slow.
  • > = Entrance facing right. Followed by ball speed 0 - Normal, 1 - Fast, 2 - Slow.

Other initial object type symbols are:
  • \ = Bouncer NW_SE
  • / = Bouncer NE_SW
  • ] = Shifter CW
  • [ = Shifter CCW
  • } = Twirler CW
  • { = Twirler CCW
  • + = Splitter
  • - = Bouncer W_E
  • | = Bouncer N_S

Following any of the object type symbols is a second symbol from the list above. It is usually the same as the first symbol, except in the case of a Scrambler.

The third symbol is a text encoded bitfield. It is made by taking the result of the bitfield and subtracting '0' from it.

int value = *row - '0';
  • tileInfo.origSwitcher = (value & 0x1) == 1;
  • tileInfo.switcher = (value & 0x2) == 2;
  • tileInfo.forceExposed = (value & 0x4) == 4;
  • tileInfo.scrambler = (value & 0x8) == 8;
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