D 2012-06-01T20:56:13.960 L HowToEditLevels P f501530075cc2040ff43c60eb586ca0205c2d1bf U devnewton W 3948 Editing Newton Adventure level is a two step procedure. First you need to create the level data according to the game data structure, then rebuild the game (see [BuildHowTo]). Once you have setup levels according to this structure, you can test it : [HowToTestLevels]

Game data structure

Surprisingly, game data reside in the game/data directory. It contains the following files:

Quests

A quest is a set of levels. Every quest has his own folder in game/data/quests. A quest folder has the following structure:

Levels

Levels folder contains:

Level map

The level map is a *.tmx file. A tmx file contains a tileset and a tilemap. The map and each tile have a set of properties (a property is a name and a value).

Map properties

newton_adventure.background => an png or jpg filename of the level background image. newton_adventure.music => an ogg filename for the music played during level. newton_adventure.rotate_gravity_possible => boolean value ("true" or "false") indicating if gravity can be rotated in this level newton_adventure.mummy newton_adventure.bat newton_adventure.explosion newton_adventure.fireball newton_adventure.hero => gif or nanim filename for sprites animations newton_adventure.axe newton_adventure.mobilePikes newton_adventure.door_to_bonus_world newton_adventure.door_to_bonus_world_open newton_adventure.door newton_adventure.door_open newton_adventure.key newton_adventure.apple newton_adventure.coin newton_adventure.compass newton_adventure.activator1.on newton_adventure.activator2.on newton_adventure.activator3.on newton_adventure.activator1.off newton_adventure.activator2.off newton_adventure.activator3.off newton_adventure.memory_activator.hidden newton_adventure.blocker1 newton_adventure.blocker2 newton_adventure.blocker3 => png, jpg, gif or nanim filename to change object image/animation This filenames should not include path. The file is first searched in the level directory then in the default_level_data folder.

Tile properties

Each tile is an object in the game. The type of object is determined by the newton_adventure.type property. To find what types are available, check an existing level or the method initFromTile in the World.java file.
newton_adventure.gfx
Platform tiles accept this property: it indicates a png, jpg, gif or nanim filename that will be used as texture or animated texture.
newton_adventure.friction
Platform tile friction can be changed, default is 10, increase or decrease to get sliding or hard platform.
newton_adventure.zorder
Set order of drawing, lower first. Z a75554b5f5f84e91d42198c67b209a2e