[JSW Levels]

% Willy's Universe V0.7E

% This is an example Levels file for Willy's Universe
% The lines beginning with a '%' are comments.
% Comments are to make the file easy to understand, they aren't needed
% You can add comment lines anywhere, but they must start with a '%'
% Data lines can end with a comment, a '%' is not needed
% Blank lines are also allowed
% This file contains the screen layout, written as a grid of numbers.
% It also contains some other screen attributes which are required.
% The rest of the file contains the graphics for the screen, written
% as a grid of numbers. Each screen graphic has a separate number grid.

% The first attribute we need to state is the start position for Willy.
% This is only usually used if the game is started on this screen, but
% is required anyway.
% It is written:  X,Y
% X and Y must be 2 digit numbers, start single digit numbers with a 0
% X and Y are screen squares starting 01,01 at the top-left.
% When the game starts, Willy's head occupies this square.
% NOTE: Willy is 1x2 squares. The screen is 32x16 squares.

03,14

% Next we need to state the title of the screen
% This is displayed below the screen area when Willy is on the screen
% The title is a line starting with a $ and then a 32 character title.
% To centre the title, add spaces at the start (after the $)
% If you include more than one title line, only the last one is used.

$      The Waiting Room

% Next we display the screen layout as a number grid.
% The numbers in the grid represent the following:

% 0 = Background  (uses no graphic)
% 1 = Solid block  (wall)
% 2 = Walk through block  (you can stand on these)
% 3 = Stairs /  (up and right)
% 4 = Stairs \  (down and right)
% 5 = Conveyor -->  (forces Willy to move right)
% 6 = Conveyor <--  (forces Willy to move left)
% 7 = Item  (you collect these)
% 8 is a spare character and has no effect on Willy
% 9 = Killer block  (touch this and you die)

% The grid is 32 wide and 16 high

00000000111111111111111111111111 
00000000111111111111111111111111
00000000100000011000000100000011
00000000100004444440000100000011
00000000111117555581111100000011
00000000000007555580000000000011
00000000000003333330000000000011
00000000000000000000000000000011
00000000000000000000000000000011
00000000000000000000000000000011
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000009000000009000000000
22222222222222222222222222222222

% Now, we state which screen to go to after leaving this screen.
% We do this 4 times for the 4 directions we can leave the screen in.
% We write the 4 characters corresponding to the 4 characters in the
% file name of the level to go to next.
% Eg. 0001   Sends us to screen file lev0001.txt

%Up
0008

%Down
0008

%Left
000a

%Right
0002

% Now the screen layout is done, the screen graphics must be set up.
% Each available colour for graphics is allocated a number.
%  Here is a list of the colours and their corresponding numbers:
%  0 = black        6 = brown          12 = light red
%  1 = blue         7 = white          13 = light magenta
%  2 = green        8 = gray           14 = yellow
%  3 = cyan         9 = light blue     15 = high intensity white
%  4 = red         10 = light green
%  5 = magenta     11 = light cyan

% Before sorting out the various graphics on the screen, we must first
% choose the colour for the screen background from the above list.
% Usually this is '0' for a black background.

0

% Now for the graphics.
% Here is what each graphic represents when used in the game:

% Graphic one = solid block
% Graphic two = Walk through block
% Graphic three = Stairs /
% Graphic four = Stairs \
% Graphic five = Conveyor belt frame one
% Graphic six = Conveyor belt frame two
% Graphic seven = Item
% Graphic 8 not used
% Graphic nine = Killer Block

% Firstly, we tell the computer if the graphic will be flashing or not
% To do this we write a 1 for flashing or a 0 for not flashing
% Next the colours used are stated like this:
%01,02,03,04
% Each number MUST have 2 digits. Start single digit numbers with a 0.
% Then the graphic is drawn in a 8x8 number grid.
% Use numbers 0,1,2,3 in the grid to represent the four colours you
% stated.

% Four frame animated conveyor belts are not fully supported yet, but
% when it is, this will be activated by turning on flash for graphics
% five and six.

% Graphic one:
0
05,13,04,12
33333333
32323232
22222222
11111111
01010101
00000000
00000000
00211200

% Graphic two:
0
00,08,06,00
11111111
12121212
22222222
00000000
00000000
00000000
00000000
00000000

% Graphic three:
0
08,09,01,07
11111111
13133111
11111131
11111111
12122122
11211211
11111111
00000000

% Graphic four:
0
08,09,01,07
00000000
11111111
13331331
11113111
11111111
12212112
22121121
11111111

% Graphic five:
0
00,09,01,07
11111111
12131321
11211112
11111111
12132121
11211212
13111113
31323131

% Graphic six:
0
00,04,07,00
22222222
21111111
21111111
21111111
22222222
11121111
11121111
22222222

% Graphic seven:
0
08,09,01,07
01112111
01111111
01112121
01221112
01111111
01111111
01311331
01131113

% Graphic eight:
0
08,09,01,07
11122110
11111110
12112110
11221210
11111110
11221110
13111310
31131330

% Graphic nine:
0
00,07,06,04
22000000
22000000
22000000
22000000
22222222
22222222
22000022
22000022

% Finally you might like to say who made the level and what it is about
% To do this, include the following lines:

author=Put Your Name Here
info= This is an example screen file for Willy's Universe./ Write your screen info in this lineof text/Use a forward-slash to indictae a new line.

% For further information on screen design see readme.htm
% EOF