![]() The code for this uses if (false and instance_exists(oPlayer1)), so it never runs because of the false. This code displays the stun timer in frames above and to the right of the player. The following line is what is displayed, with # being the number from stats.txt:īecause stats.txt is only written to when the game closes, the number does not update in real time. This code reads line 6 of stats.txt and displays the text from it above the player. Lady Xoc (golden statue) in City of Gold (Temple). Shop with the entrance on the right side. Rooms where the player is expected to drop in from the room above.Įxit can get assigned this, forcing the player to drop in from the room above. This number is also used for rooms where the player drops in from the room above and drops into the room below.Įntrance can get assigned this, forcing the player to go to the room below. Rooms where the player is expected to drop into the room below. Normal, entrance, and exit rooms with open sides. These numbers are used internally to determine what type of room to generate. Here is what all possible level path numbers are. In the Spelunky Classic source code, this function has the comment "Display level path" before it. The rLevel check means that it only runs in levels with the 4×4-style room layout, meaning that it doesn't run in rushing water levels, Ice Caves (levels 9 through 12), or the final boss level (level 16). The code for this uses if (false and room = rLevel), so it never runs because of the false. ![]() Each number corresponds to a room in the level (a group of 10×8 tiles), with the number representing what type of room was generated. This code draws a grid of 4×4 numbers to the right of the player. In the source code, there is the comment "DEBUGGING TEXT" marking the beginning of these debug functions. The Draw Event for oGame has several debug functions to draw text on the screen. In the source code, firstLevelSkip has the comment "for debugging" before it. These variables are used by the game to increment the level number, but firstLevelSkip is only used in level 1, so that variable can be edited to allow skipping levels while preserving normal level progression after skipping levels. ![]() OPlayer1's Create Event code defines firstLevelSkip and levelSkip as 1. 9.5 Black Market Entrance Generation Failsafe.
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