📄 level.htm
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>ATTACK
</b><font size="2"><b>attack_propability</b></font></font><font color="#8080C0" face="Arial" size="1"><br>
Tells a ship to fire its weapons with a propability of <b>attack_propability</b>
% each time the weapons have been reloaded. Note: Even at the 100%
setting, weapons will not fire continuously. Despite this fact, a
setting of 50% is already considered very high.<br>
</font>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>STOP
LEVEL</b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the timeline to stop advancing until in another waypoint
of the same ship, a RESUME LEVEL command is issued, or the ship leaves
the screen or is destroyed. Cewl option for endgame opponents, but
also usefull to save background image space.<br>
</font>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>RESUME
LEVEL</b></font><font color="#8080C0" face="Arial" size="1"><br>
Resumes advancing the timeline after a stop level command has
been issued.<br>
</font>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>CIRCLE
<font size="2">clockwise/counterclockwise radius</font></b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the ship to fly a circle having the radius provided
through the argument <b>radius</b>, in the provided direction. After
the circle has been flown, the ship will continue to fly in the
direction provided by the DIRECTION command for the waypoint. The
radius should range from 1 to 5, not more as is is an argument
relative to the framesize of the ship and not measured in pixel or
frames.<br>
</font>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>LOOP
waypoint_number</b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the ship to regard the waypoint provided through <b>waypoint_number</b>
as the next waypoint. The number starts with the initial waypoint
having number 1. Usefull for, e.g., letting an endgame opponent
continuously fly around before your nose.<br>
</font>
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<p align="center"> </p>
<p align="center"><strong><u><font color="#8080FF" face="Arial" size="5">
<a name="Structure"></a>Campaigns</font></u></strong></p>
<table border="0" width="100%">
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<td valign="top" align="left"><p align="center"><font color="#8080C0" size="1" face="Arial">To
bring some levels together in a campaign that will appear when you
select the campaign menu in Zooom, you have to provide a campaign file
in the level subdirectory. A campagin file must have file extension
.cpn and follows a similiar syntax as the level file: It starts with
BEGIN, it ends with END and commands inbetween may be preceeded by
TABs for formatting.</font><br>
<br>
<font color="#8080C0" size="1" face="Arial">There are two major
commands within a campagin file: The LIFE command, followed by the
score at which another extralife should be rewarded, and the LEVEL
command, which defines a level that will appear in the campagin. Lifes
will be rewarded whenever your score reaches one of the defined marks.
Note: Score standings must be entered in ascending ordern.
Levels will appear in the campaign in the order they appear in the
campaign definition file.<br>
<br>
Regarding score keeping: Don't mind the *.sco-files that appear in the
level subdirectory; Zooom will automatically create them and keep them
up to date.</font><br>
</p>
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<p align="center"> </p>
<p align="center"><strong><u><font color="#8080FF" face="Arial" size="5"><a name="Examples"></a>Examples</font></u></strong></p>
<table border="0" width="100%">
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<td valign="top" align="left" bgcolor="#808080"><p align="left"><font size="1" face="Arial" color="#C0C0C0">BEGIN<br>
<br>
BACKGROUND space<br>
MUSIC music1<br>
LENGTH 4500<br>
<br>
AT 25<br>
<br>
SHIP default_blocker1<br>
<br>
WAYPOINT VERTICAL 20<br>
DIRECTION 90<br>
SPEED 15<br>
<br>
SHIP default_blocker1<br>
<br>
WAYPOINT VERTICAL 20<br>
DIRECTION 270<br>
SPEED 15<br>
<br>
AT 50<br>
<br>
SHIP default_blocker1<br>
<br>
WAYPOINT VERTICAL 30<br>
DIRECTION 90<br>
SPEED 15<br>
<br>
SHIP default_blocker1<br>
<br>
WAYPOINT VERTICAL 30<br>
DIRECTION 270<br>
SPEED 15<br>
<br>
AT 75<br>
<br>
SHIP default_blocker1<br>
<br>
WAYPOINT VERTICAL 40<br>
DIRECTION 90<br>
SPEED 15<br>
<br>
<br>
SHIP default_blocker1<br>
<br>
WAYPOINT VERTICAL 40<br>
DIRECTION 270<br>
SPEED 15<br>
<br>
<br>
AT 350</font></p>
<p align="left"><font size="1" face="Arial" color="#C0C0C0">
SHIP default_interceptor1<br>
<br>
WAYPOINT HORIZONTAL 25<br>
DIRECTION 180<br>
SPEED 10<br>
STOP LEVEL<br>
<br>
WAYPOINT VERTICAL 50<br>
CIRCLE CLOCKWISE 2<br>
DIRECTION 180<br>
SPEED 10<br>
ATTACK 50 <br>
RESUME LEVEL<br>
</font></p>
<p align="left"><font size="1" face="Arial" color="#C0C0C0"><br>
AT 2200<br>
<br>
SHIP default_boss<br>
<br>
WAYPOINT HORIZONTAL 50<br>
DIRECTION 180<br>
SPEED 10<br>
ATTACK 50<br>
<br>
WAYPOINT VERTICAL 50<br>
DIRECTION 90<br>
SPEED 10<br>
STOP LEVEL<br>
ATTACK 50<br>
<br>
WAYPOINT HORIZONTAL 90<br>
DIRECTION 270<br>
ATTACK 50<br>
SPEED 10<br>
<br>
WAYPOINT HORIZONTAL 10<br>
DIRECTION 90<br>
ATTACK 50<br>
SPEED 10<br>
LOOP 2</font></p>
<p align="left"><font size="1" face="Arial" color="#C0C0C0"><br>
END</font><font color="#8080C0" size="1" face="Arial">
<br>
</font></p>
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<td valign="top" align="left" bgcolor="#808080"><font size="1" face="Arial" color="#C0C0C0">BEGIN<br>
<br>
</font> <font size="1" face="Arial" color="#C0C0C0">LIFE 100000<br>
LIFE 250000<br>
LIFE 500000<br>
LIFE 1000000<br>
</font><font size="1" face="Arial" color="#C0C0C0"><br>
</font><font size="1" face="Arial" color="#C0C0C0">LEVEL default_space<br>
LEVEL default_orbit<br>
LEVEL default_surface<br>
<br>
END</font>
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</table>
<p align="center"> </p>
<p align="center"><strong><u><font color="#8080FF" face="Arial" size="5"><a name="Ships"></a>List
of built-in ships and powerups</font></u></strong></p>
<table border="0" width="100%">
<tr>
<td width="50"> </td>
<td valign="top" align="left"><p align="center"><font color="#8080C0" size="1" face="Arial">The
following ships may be used in levels...<br>
<br>
DEFAULT_BLOCKER1 (tiny, rotates, no weapon)<br>
DEFAULT_BLOCKER2 (small, rotates, no weapon)<br>
DEFAULT_BLOCKER3 (medium, rotates, laser straight down)<br>
DEFAULT_GUNSHIP1 (large, animated at shot, fireball straight down)<br>
DEFAULT_GUNSHIP2 (huge, animated at shot, twin cannon straight
down)<br>
DEFAULT_INTERCEPTOR1 (small, directed, cannon shot)<br>
DEFAULT_INTERCEPTOR2 (large, directed, fireball shot)<br>
DEFAULT_CAPITAL1 (medium, animated, one turret)<br>
DEFAULT_CAPITAL2 (large, animated, two turrets)<br>
DEFAULT_CAPITAL3 (huge, still, four turrets)<br>
DEFAULT_BOSS (endgame opponent, animated)<br>
DEFAULT_ROCK1 (small asteroid)<br>
DEFAULT_ROCK2 (large asteroid)<br>
<br>
And this are the codes for the powerups, which behave exactly like
ships, except that you cannot easily tell them to attack the player
;-)<br>
<br>
TWINMOUNT<br>
TRIPPLEMOUNT<br>
WEAPON<br>
SHIELD<br>
REPAIR<br>
DRONE<br>
LIFE</font></p>
<p align="center"> </p>
</td>
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</tr>
</table>
<p align="center"> </p>
</body>
</html>
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