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This manual describes the internals of Enigma, in particular how to build new levels using Lua and how to interact with the game engine. It describes Enigma version 0.81.
1. Introduction | General remarks on creating new levels | |
2. Objects | Description of all objects in Enigma | |
3. Variables | Per-level settings | |
4. Functions | ||
Object Index | ||
Variable Index | ||
Function Index |
This chapter explains how Enigma works internally and how you can create your own levels. First some bad news: there is no graphical level editor for Enigma, so creating levels is more complicated than pressing a few buttons. But the good news is that Enigma's level format is extremely flexible and allows you to create very dynamic and interactive levels. Enigma's level descriptions are basically small programs, written in a programming language called Lua. Here are a few examples of levels that make heavy use of Lua, both when preparing the level and during the game:
Our focus is on Lua as the interface to Enigma's game engine, so you
won't learn much about Lua as a language in this chapter. Many simple
things, like function calls or if
statements, will appear
familiar to anyone having a little programming experience: In many
ways Lua is similar to programming languages like Basic or Pascal.
But for most of Lua's finer points you will have to reach for the
official Lua documentation, which you can download from
lua.org.
1.1 Creating New Levels | ||
1.2 A Simple Level | ||
1.3 Registering Levels | ||
1.4 Where to go from here |
Creating a new level basically consists of the following steps
Here is a very simple level description that can also serve as a starting-point for new landscapes. (In fact, this is the first level in Enigma, so you can try it out right away.)
1 CreateWorld(20, 13) 2 draw_border("st-brownie") 3 fill_floor("fl-hay", 0,0, level_width,level_height) 4 5 set_stone("st-fart", level_width-1,0, {name="fart"}) 6 set_stone("st-timer", 0,0, {action="trigger", target="fart", 7 interval=10}) 8 9 oxyd(3,3) 10 oxyd(level_width-4,level_height-4) 11 oxyd(level_width-4, 3) 12 oxyd(3,level_height-4) 13 oxyd_shuffle() 14 15 set_actor("ac-blackball", 10,6.5, {player=0}) |
The resulting level looks like this inside the game:
Let's now turn to a line-by-line analysis of this program:
1 CreateWorld(20, 13) 2 draw_border("st-brownie") 3 fill_floor("fl-hay", 0,0, level_width,level_height) |
The level begins with a call to CreateWorld
, which creates a
new world that is 20 blocks wide and 13 blocks high. Every
block in the world can be accessed with a pair of coordinates:
The upper left corner has coordinates (0,0), the lower right one has
coordinates (19,12). Every block contains a floor tile, an (optional)
item, and an (optional) stone.
A frame of stones is drawn around the newly created landscape with the
draw_border
command. Its argument, "st-brownie"
, is the
name of a stone. By convention, all stones have "st-"
prefixed
to their name, similarly all item names begin with "it-"
and
all floor names with "fl-"
.
The fill_floor
command in line 3 fills the complete floor with
tiles of type "fl-hay"
. The other arguments are the upper left
corner and the width and height of the rectangle to be filled.
5 set_stone("st-fart", level_width-1,0, {name="fart"}) 6 set_stone("st-timer", 0,0, {action="trigger", target="fart", 7 interval=10}) |
Lines 5 to 7 demonstrate how to create individual stones. The
set_stone
command takes a stone name, the desired
coordinates, and an (optional) list of attributes
as arguments. Note the use of curly braces {
,
}
to enclose the attribute list.
Attributes are the key to customizing the behaviour of objects in a landscape. Here, we first give a name to the first stone we create. It's a fart stone that has the unpleasant habit of "blowing off" when triggered. Triggering this fart stone is done by the timer stone we create in line 6--7. This stone performs a predefined action at regular intervals. In this case we want to send a "trigger" message every ten seconds to the object named "fart".
9 oxyd(3,3) 10 oxyd(level_width-4,level_height-4) 11 oxyd(level_width-4, 3) 12 oxyd(3,level_height-4) 13 oxyd_shuffle() |
These commands place a couple of oxyd stones in the level. The
oxyd
command internally uses set_stone("st-oxyd", x,y,
...)
to create the stones, but it additionally assigns sensible
values to some of the oxyd stones' attributes (most notably the
color). The command on line 14 permutes the colors on the oxyd stones
currently in the landscape.
15 set_actor("ac-blackball", 10,6.5, {player=0}) |
This final line creates the black marble controlled by the player.
Objects that can move around freely are called "actors" in Enigma.
Unlike stones and items, actors are not restricted to integer
coordinates, as you can see in this example. The last parameter is,
as usual, a list of attributes. In single-player levels this is
always {player=0}
for the black marble, in two-player levels
you can use this attribute to assign actors to either the first or
second player.
After writing the level description you have to tell Enigma where to find your brand new landscape. That's really two separate steps:
The `.lua'-Files and the corresponding level index usually reside in the same directory. For the levels that come with Enigma, for example, this is the `levels' directory inside. For your own levels you can either use the same directory (currently your only choice if you use the Windows version of Enigma) or the `.enigma/levels' directory in your home folder (only if you use the Unix version).
A level index is a file that contains the list of landscapes that comprise a level pack in Enigma. Here is an excerpt from `index_enigma.txt', which defines the "Enigma" level pack:
welcome | Welcome | Daniel Heck martin06 | Is It Easy? | Martin Hawlisch lasers101 | Lasers 101 | Daniel Heck level3a | Feel Your Way | Siegfried Fennig martin04 | Sokoban Revival | Martin Hawlisch |
Every line in this file describes one landscape in the level pack. There are up to
three entries in every line, separated by vertical bars |
:
When Enigma starts up it automatically tries to load an index file called `index_user.txt', where you can store all your personal levels. This file is not included in Enigma distributions, you have to create it yourself. The levels listed in this file will show up in a new level pack called "User Levels".
The example level from the first section of this chapter was hopefully enough to give you an impression how level descriptions look like in Enigma. Of course, that level was extremely simple, and most interesting levels will be more complicated. The rest of this reference manual tries to document the available game objects and how to interact with the Enigma game engine, both when preparing the level (before the game starts) and during the game.
This manual only describes the low-level interface to Enigma's game
engine, which is as flexible as it is inconvenient to use by hand.
Petr Machata has written a comprehensive set of helper routines that
greatly simplify the creation of new levels. You can use the package
by including the line Require("levels/ant.lua")
in your level
descriptions. There is extensive documentation for `ant.lua' in
file `ant_lua.txt' in the documentation directory.
Before you read on, please be aware that this manual is far from complete. We are working on it and it will be ready for the (glorious) 1.0 release. For the moment, the available level descriptions are the best "documentation" available.
2.1 Items | ||
2.2 Stones | ||
2.3 Actors |
2.1.1 it-document: Scrolls of Paper | Scrolls of Paper |
This item looks like a piece of paper and contains text messages that can be displayed by activating the item. It has the following attributes:
text
set_item("it-document", 1,1, {text="Hello World!"}) |
Document(1,1, "Hello World") |
2.2.1 st-actorimpulse: Bumper Stones | Bumper Stones | |
2.2.2 st-chameleon: Chameleon Stone | ||
2.2.3 st-coinslot | Coin Slot Switch | |
2.2.4 st-death: Skull Stones | Skull Stones | |
2.2.5 st-disco: Disco Stones | Disco Stones | |
2.2.6 st-easymode: Easy Mode Stone | ||
2.2.7 st-fart: Fart Stone | Fart Stone | |
2.2.8 st-floppy: Floppy Switch | Floppy Switch | |
2.2.9 st-grate: Grates | Various Grates | |
2.2.10 st-knight: Knight Stone | Black Knights | |
2.2.11 st-oneway: One-way Stones | ||
2.2.12 st-oxyd: Oxyd Stones | The Famous Oxyd Stones | |
2.2.13 st-rubberband: Rubberband Stone | ||
2.2.14 st-scissors: Scissors Stone | ||
2.2.15 st-stone_break: Breakable Stone | ||
2.2.16 st-swap: Swap Stone | Swap Stones | |
2.2.17 st-thief: Thief Stone | Thiefs | |
2.2.18 st-timer: Timer Stone | Timers | |
2.2.19 st-window: Breakable Stone | Breakable Window | |
2.2.20 st-wood: Wooden Stone | Wooden Stones |
These stones apply an impulse to actors that touch them. The amount
of force applied can be controlled by setting
enigma.BumperForce
accordingly (the default is 800).
Alternatively, the force
attribute can be used to set this
factor for individual bumper stones.
The invisible variant, st-actorimpulse_invisible
can
"painted" with a brush.
This stone takes on the look of the floor beneath it. Actors can move through it, so these stones are perfect for hiding stuff under them...
A switch that can be activated with coins. The more coins you put in, the longer the switch will stay activated.
It has the following attributes:
target, action
Simply kills all marbles that touch it (except when protected by an
umbrella). There is an invisible variant, st-death_invisible
.
Darkens everything that is underneath the stone (much like tinted glass). Can be switched on and off (hence the name).
signal
lighten
darken
st-disco-light
st-disco-medium
st-disco-dark
In easy game mode this stone converts the floor at its position to
fl-normal
. In normal game mode the stone removes any item at
its position. The stone itself never appears in either game mode; it
removes itself immediately after performing its job.
This stone is commonly used to hide danger areas (water holes, abyss) or to insert helper items (umbrellas, seeds, etc.) that make the level easier in easy game mode.
The fart stone has the unpleasant habit of "blowing off" when triggered (by actor hit or signal) and will close all Oxyd stones.
trigger
A switch that is activated by inserting a floppy disk.
on
target
action
Floating grates, mainly decorative. Flying objects (jumping marbles, rotors, etc.) cannot pass, objects moving on the floor can.
st-grate1
st-grate2
st-grate3
See user manual for a description.
This stone can be passed by the marble in only one direction. (Or, to be more exact, the arrow on the stone points to the one side of the stone through which it can't be entered. Hard to explain, try it yourself :-)
There are three different variants of the one-way stone: the standard
one, st-oneway
, which both the black and the white marble can
pass, and two colored ones, st-oneway_black
and
st-oneway_white
, which completely block marbles of the other
color.
st-oneway
st-oneway-[nesw]
st-oneway_black
st-oneway_black-[nesw]
st-oneway_white
st-oneway_white-[nesw]
orientation
NORTH
, EAST
, SOUTH
, or WEST
. This
determines the orientation of the stone when the level is loaded. You
need to use the direction
message for changing the orientation
during the game. Note that it is usually easier to use one of the
alternative names, like st-oneway-north
instead of explicitly
setting this attribute.
direction
orientation
is not enough, since this does not update
the stone's model on the screen.
signal
flip
Oxyd stones are characterized by two attributes: Their flavor and
their color. The flavor
only affects the visual representation
of the stone; it can be either `a' (opening like a flower), `b'
(displaying a fade-in animation), `c', or `d'. The color
attribute determines the color on the oxyd stone.
Note: You should rarely need to create Oxyd stones manually
with set_stone()
. Use the predefined oxyd()
function
instead. It will automatically take care of creating two Oxyd stones
of every color.
flavor
color
closeall
shuffle
Interchange the colors of the oxyd stones in the current
oxyd_shuffle
function.
trigger
If hit by a marble, this stone first removes existing connections with other rubberband stones and then attaches a new elastic between the marble and itself. Nothing happens if the marble was already attached to this particular stone.
This stone can be moved if hit with a magic wand.
length
strength
This stone cuts all rubber bands attached to an actor that touches it.
This stone can be destroyed by an actor having a hammer and by laser, dynamite, bombs and bombstones.
This stone can exchange its position with other neighboring stones if it is hit hard enough. In a way, this makes swap stones a kind of "movable stone", except that they can be only exchanged with other stones and may not be moved on empty fields.
Takes one item from inventory after when hit by the player's marble. Umbrellas protect against thievery.
This stone can be used to trigger periodic events or to trigger one single event after a certain amount of time.
on
interval
action
is performed
loop
action
action
target
invisible
on
off
onoff
-- activate a laser after 5 seconds set_stone("st-laser", 10,11, {name="laser"}) set_stone("st-timer", 10,10, {loop=0, action="onoff", target="laser", interval=5}) |
Hit this window heavily with your marble to blast it into smithereens.
This stone is movable. If moved into abyss, water or swamp it builds a wooden plank.
Note: There are two flavors of st-wood
which may be specified
by using st-wood1
or st-wood2
.
Movable objects are called "actors" in Enigma. The commonest actor is, of course, the black marble, but there are a others, including the white marble, the killerball and a few more.
2.3.1 Actor Attributes |
All actors share a set of common attributes that determine their general behaviour:
player
mouseforce
controllers
ac-blackball
, ac-whiteball
and
ac-whiteball-small
have their controllers
attribute set
to 1,2, and 3 respectively.
whiteball, blackball
This chapter describes the Lua variables that can be accessed from level descriptions
TRUE
or FALSE
st-actorimpulse
stone. 2.2.1 st-actorimpulse: Bumper Stones.
TRUE
or FALSE
. If FALSE
, reload the level
whenever the an actor that is controlled by a player (i.e., one that
has the player
attribute set) dies. Often used in meditation
landscapes or landscapes that are intended to be solved in one go.
4.1 AddRubberBand | ||
4.2 CreateWorld |
This function connects two objects with a rubber band: The first object is always an actor, the second object can be either another actor or a stone.
The first argument actor is always a reference to an actor
created earlier with the set_actor
function. The second
parameter object may be either an actor or a stone created
earlier. The last two parameters define the properties of the rubber
band: strength denotes the force factor of the elastic and
length its natural length. No force is exerted on the actor if
the rubber band is shorter than its natural length.
local ac=set_actor("ac-blackball", 1.5,7.5, {player=0}) local st=set_stone("st-brownie", 10,6) AddRubberBand(ac, st, 50, 10) |
This function creates a new level. Because objects can only be added
to the level after CreateWorld
has been called,
you should usually do so near the beginning of your level
description.
The width and height denote the size of the size of the new level. All levels with only one screen have the minimum size of 20x13 blocks.
Note that level fields are indexed from zero, i.e, the field indices for a 20x13 level are in the range (0..19)x(0..12). Also note that the screens in Enigma overlap by one line or column: A level that fits on a single screen has size of 20x13, but two a level that is two screens wide 39x13 or 20x25, three screens 58x13 or 20x37.
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AddRubberBand | 4.1 AddRubberBand | |
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CreateWorld | 4.2 CreateWorld | |
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[Top] | [Contents] | [Index] | [ ? ] |
1. Introduction
1.1 Creating New Levels2. Objects
1.2 A Simple Level
1.3 Registering Levels
1.4 Where to go from here
2.1 Items3. Variables
2.1.1 it-document: Scrolls of Paper2.2 Stones
2.2.1 st-actorimpulse: Bumper Stones2.3 Actors
2.2.2 st-chameleon: Chameleon Stone
2.2.3 st-coinslot
2.2.4 st-death: Skull Stones
2.2.5 st-disco: Disco Stones
2.2.5.1 Messages2.2.6 st-easymode: Easy Mode Stone
2.2.5.2 Variants
2.2.7 st-fart: Fart Stone
2.2.7.1 Messages2.2.8 st-floppy: Floppy Switch
2.2.8.1 Attributes2.2.9 st-grate: Grates
2.2.9.1 Variants2.2.10 st-knight: Knight Stone
2.2.11 st-oneway: One-way Stones
2.2.11.1 Variants2.2.12 st-oxyd: Oxyd Stones
2.2.11.2 Attributes
2.2.11.3 Messages
2.2.12.1 Attributes2.2.13 st-rubberband: Rubberband Stone
2.2.12.2 Messages
2.2.13.1 Attributes2.2.14 st-scissors: Scissors Stone
2.2.15 st-stone_break: Breakable Stone
2.2.16 st-swap: Swap Stone
2.2.17 st-thief: Thief Stone
2.2.18 st-timer: Timer Stone
2.2.18.1 Attributes2.2.19 st-window: Breakable Stone
2.2.18.2 Messages
2.2.18.3 Example
2.2.20 st-wood: Wooden Stone
2.3.1 Actor Attributes
4. Functions
4.1 AddRubberBandObject Index
4.1.1 Example4.2 CreateWorld
Variable Index
Function Index
[Top] | [Contents] | [Index] | [ ? ] |
1. Introduction
2. Objects
3. Variables
4. Functions
Object Index
Variable Index
Function Index
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where the Example assumes that the current position is at Subsubsection One-Two-Three of a document of the following structure: