📄 default.nbk
字号:
# This is the default distributed NanoBreaker game description file. The early# parts are heavily commented so it can be used as a template for writing your# own game description files.## Copyright (c) 2002 Alex Holden <alex@alexholden.net># Note: Lines beginning with a hash (#) and blank lines are ignored.# The image file to use as the background while in the title screen. If this is# not given or the file fails to load, the background will be plain black.TitleBackground nbbg8.png# Whether to tile the title screen background image across the background or# not. If you specify No, and the image is not the correct size for the area,# it will be stretched or shrunk to fit.TitleBackgroundTiled Yes# The image file to use as the splash screen graphic on the title screen. This# will be placed in the centre of the screen over the title screen background.# If it contains alpha channel data, it will be used. If this is not given or# the file fails to load, no screen graphic will be displayed.TitleSplash nbsp1.png# The image file to use as the splash screen graphic displayed when you win a# game. It will be displayed in the centre of the screen over the current level# screen, and if there is alpha channel information in the image it will be# used. If this is not given or the file fails to load, no game won splash# graphic will be displayed.GameWonSplash nbsp2.png# The image file to use as the splash screen graphic displayed when you lose a# game. It will be displayed in the centre of the screen over the current level# screen, and if there is alpha channel information in the image it will be# used. If this is not given or the file fails to load, no game lost splash# graphic will be displayed.GameLostSplash nbsp3.png# The rate to fade screens in at. The maximum allowable value is 255, but it# wouldn't really make any sense to set it as high as that. Set it to 0 to# disable fading screens. Doing that will significantly reduce the memory and# CPU usage (plus fading is pointless if your display only has transparency# capability rather than full alpha blending).FadeRate 10# Set the number of points gained for destroying a normal brick, one with a# small bonus, one with a medium bonus, one with a large bonus, and one with a# huge bonus. Also the number of points gained for collecting a power-up and# for collecting a power-down (usually negative).NormalPoints 1SmallBonusPoints 5MediumBonusPoints 25LargeBonusPoints 150HugeBonusPoints 1000PowerUpPoints 20PowerDownPoints -10# The number of balls to start a new game with.StartBalls 5# The number of new balls to be given as a bonus for finishing a level.NewLevelBalls 2# The image to use for the ball sprite. If it contains transparency or alpha# channel information it will be used when drawing the sprite. If the ball# image can not be loaded, a plain blue circle will be used.BallImage nbball1.png# The period in milliseconds between each animation frame:AnimatePeriod 20# The speed to move the bat at (in pixels per animation frame) when one of the# cursor keys is pressed down:BatVelocity 10# The speed to move the power-up and power-down boxes down the screen at:PowerVelocity 4# The speed to move the ball at (in pixels per animation frame) in normal mode,# SlowMotion, and FastMotion modes:SlowBallVelocity 4NormalBallVelocity 6FastBallVelocity 10# The size in pixels to draw the bricks as. If the brick images are not# actually this size, they will be scaled up or down accordingly.BrickWidth 40BrickHeight 20# The following lines define bricks that will be available to any level.# Individual levels can define their own bricks too, which will only be# available to that level. The syntax of the line is:# Brick <identifier> <imagefile> [flag]# The identifier can be almost any single ASCII character (but not a space/tab),# and is used to identify the brick when drawing the levels later. The image# file is the name of a graphics file to use for the brick. Transparency and# Alpha channel information in the image will be used when drawing the brick,# although the collision detection code always treats the brick as a solid# rectangle. The file name cannot contain spaces. If the image file fails to# load, a solid coloured rectangle will be drawn instead. If the image is not# the correct size, it will be scaled up or down to fit. Don't be afraid to# create multiple bricks with the same image but different flags- the image# cachine system ensures that each image file is only loaded once. The flag# field is optional, and if specified is one or more letters selected from the# list below (note that some combinations are illegal) which gives the brick# some special property. The possible flags are:# I = Immutable, ie. this brick can never be destroyed.# 2 = 2 hits, ie. this brick needs to be hit twice to destroy it.# 3 = 3 hits, ie. this brick needs to be hit three times to destroy it.# S = small bonus, ie. destroying this brick will give a small points bonus.# M = medium bonus.# L = large bonus.# H = huge bonus (only use this for really hard to get to bricks).Brick O nbb1.pngBrick G nbb2.pngBrick Y nbb3.pngBrick P nbb4.pngBrick p nbb5.pngBrick B nbb6.pngBrick T nbb7.pngBrick R nbb9.pngBrick * nbb8.png I# Set the game area size in bricks.Width 15Height 15# The height of the bats in pixels (all three must be the same height,# although if you want some to appear taller than others you could leave some# blank space at the bottom of the shorter ones). If the bat images are not# actually this height they will be scaled up or down accordingly.BatHeight 25# The width of each of the bats. As before, they will be scaled if necessary.# As such you could, if you wanted, just draw one bat image and let the game# scale it up and down to the other bat widths for you.NormalBatWidth 60SmallBatWidth 40LargeBatWidth 80# Set the image files to use for the normal, small, and large bats. Any# transparency or alpha channel information in the image will be used when# drawing it, although the collision detection code always treats the bat as a# solid rectangle. If the normal bat image can't be loaded, a plain coloured# rectangle will be used instead. If the bat images aren't the correct size,# they will be scaled up or down as necessary. If the small and large bat# images can't be loaded or aren't specifed, scaled versions of the normal bat# image will be used instead.NormalBat nbbat1.pngSmallBat nbbat2.pngLargeBat nbbat3.png# Set the image files to use for the power-ups and power-down sprites.# Transparency and alpha channel information will be used when drawing them.# If they are not specified or the image could not be loaded, power-ups will# be drawn as a green rectangle and power-downs as a red rectangle with the# letter of the power-up or power-down printed on them. The possible power-ups# are:# W = WideBat (makes the bat larger).# S = SlowMotion (makes the ball move more slowly).# T = sTickyBat (makes the ball stick to the bat).# P = PowerBall (makes the ball destroy multiple-hit squares in one hit)# The power-downs are:# N = NarrowBat (names the bat narrower).# F = FastMotion (makes the ball move faster).PowerSprite W nbpw.pngPowerSprite S nbps.pngPowerSprite T nbpt.pngPowerSprite P nbpp.pngPowerSprite N nbpn.pngPowerSprite F nbpf.png# Set the amount of time that power-ups last for before they are disabled in# seconds. Set it to 0 to make them never time out.PowerUpTimeout 30# Set the amount of time that power-downs last for before they are disabled in# seconds. Set it to 0 to make them never time out.PowerDownTimeout 20# Cheats are useful in developing a game (and designing new levels) but if you# don't want the ability to cheat, comment out some or all of the following# lines.# Type this sequence to make a solid floor underneath the bat so you won't lose# the ball if you miss it. Type it again to turn the cheat off.SolidFloorCheat nbsf# Type this sequence to teleport yourself to the next level.TeleportCheat nbtp# Type this sequence to make the ball not bounce off bricks but travel straight# through them, destroying them as it goes. Type it again to turn it off.NoBounceCheat nbnb# Type this sequence to prevent any new power-downs you catch from taking# effect. Type it again to turn it off.NoPowerDownCheat nbnpd# Type this sequence to prevent power-ups from timing out. Type it again to# turn it off.NoPowerUpTimeoutCheat nbnputo# Begin defining the levelBeginLevel# This level is a gentle introduction to the game with no power-ups or# power-downs.# The image file to use as the background for this level.LevelBackground nbbg2.png# Whether to tile the level background image across the background or not.LevelBackgroundTiled Yes# The following lines define bricks unique to this level. They cannot have the# same identifiers as already existing globally defined bricks, and they will# not be accessible from other level definitions. The syntax of the command is# the same as described above for global brick definitions.Brick C nbb3.png 2Brick D nbb4.png 2S# The following lines define the placement of the bricks in the level itself.# Each row consists of a number of brick identifiers and/or spaces (a space# means no brick is placed in that position). If the row ends before Width# bricks have been placed, it is assumed that the rest of the row does not have# any bricks in it. If you define less than Height rows, then it is assumed# that the rows at the bottom which you did not define are all blank.BeginRows R R D R R C C CD DC C CR B B RBR B B RpPRGYBOTOBYGRPpEndRows# The following lines define the placement of hidden power-ups and power-downs# in this level. They have to be hidden underneath a brick (ie. they must be# placed in the same location as a brick) or they will never be triggered. The# available power-ups are as defined above. The same rules for missing lines# and columns applies as for BeginRows/EndRows.BeginPowersEndPowers# Finish defining the levelEndLevel# The rest of the levels won't be commented other than to say what the general# idea of the level is.BeginLevel# This level introduces the SlowMotion, WideBat, and sTickyBat power-ups.LevelBackground nbbg4.pngLevelBackgroundTiled YesBrick C nbb3.png 2SBrick D nbb9.png 3MBeginRowsDC CD DCD DC CD G G G GppBBBTTpTTBBBpp pG O O Gp GB G G BGEndRowsBeginPowersW S T S W TEndPowersEndLevelBeginLevel# This level introduces immutable bricks and the PowerBall power-up.# It also has some hard to destroy bricks behind the immutable bricks, which# should demonstrate how you can get rid of inconvenient immutable bricks# using the PowerBall.LevelBackground nbbg3.pngLevelBackgroundTiled YesBrick C nbb6.png 2SBrick D nbb4.png 3MBrick E nbb9.png 3LBeginRowsDD TTDDEDDTT DD CEEECGGCCC*****CCCGGRGBBGRRGRRGBBGRR G BB G BB G R R G B T B G REndRowsBeginPowers P P W TEndPowersEndLevelBeginLevel# This level introduces the NarrowBat and FastMotion power-downs.LevelBackground nbbg2.pngLevelBackgroundTiled YesBrick C nbb5.png 2SBrick D nbb6.png 3MBrick E nbb7.png 3LBeginRows R C EE EE C R B R DDD R BCC C*B* *B*C CCppppRRGGGRRppppppRRRGGYGGRRRppEndRowsBeginPowers P T W N F N FEndPowersEndLevelBeginLevel# This level has a huge bonus hidden under an immutable brick in the middle of# some ordinary immutables.LevelBackground nbbg9.pngLevelBackgroundTiled YesBrick C nbb5.png 2SBrick D nbb4.png 3MBrick ! nbb8.png IHBeginRowspRRppRRpRRppRRp* * BB!BB * * CC C C C CCDD DD DD DD R pppBppp R P B P p R R pGpGGGGRGRGGGGpGEndRowsBeginPowers W P F PN T SEndPowersEndLevelBeginLevel# This level includes a pair of boxes made from indestructable bricks.LevelBackground nbbg10.pngLevelBackgroundTiled YesBrick C nbb4.png 3MBeginRows***** RRR ******YYYY*RBR*GGGG**YYY*RBpBR*GGG**YY*RB p BR*GG**C*RB p p BR*C***RB p T p BR**RRB p T p BRRBBBBBBBBBBBBBBBYYYYYpppppGGGGGEndRowsBeginPowers S P T P W P P N F P T W W N F S TEndPowersEndLevel
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -