;
;Define The Level Name
;
[LevelName]
Alan Sugar's Take-Over Bid
;
;  Set the Background Colour
;
[BackgroundColour]
BLACKCOLOUR

;
;  Set the Border Colour
;
[BorderColour]
DARKREDCOLOUR

;
;  Which of the 20 Sprite Sets do you want to use?
;  Starts (0-19)
;
[SpriteSet]
7

;
;  Define the Door Sprite To Use
;  (0-19)
;
[ExitBlock]
7

;
;  Now define the Level Data
;	0  = Empty Space
;	1  = Solid Platform
;	2  = Solid Platform
;	3  = Impassable Wall
;	4  = Collapsible Platform
;	5  = Hazard 1
;	6  = Hazard 2
;	7  = Conveyor Platform Moving Right To Left
;	C = Conveyor Platform Moving Left To Right 
;	9  = Collectable Object
;	A = Willy's Exit/Door Position (Top Left Corner)
;	B = Special Control to detect Willy in the door
;	D = Removable WALL Block
;	E = Removable Platform Block 1
;
[LevelData]
33333300033333300300000333333333
36000300000009300300000000000003
300093000000003EE300000000000003
30000300001111100000000000000003
30011300000000000000001111000003
30000311100000000011000000000003
31100300600000000000000000000113
30000300011000000000000001100003
30011350000000000000000000000003
30000333333333300333333000000053
31100000000000000300006000011113
39000000000000000D00000000000093
30001111110000000D00000110000003
30000000000CCC3AB333000000001113
300000000003333BB333300000000003
33333333333333333333333111111113

;
; Sticky Conveyor
; If you want Willy to Stick to the Platform when landing
; and facing in the opposite direction and the player
; is trying to move in the opposite direction
; Set Value to 1 if you want Willy not to Move
; Set Value to 0 if you allow Willy to move against the flow
[StickyConveyor]
2

;
; Switches
;
; ActorFileName, BlockX, BlockY, StartState, SpecialFunction
;
[Switches]
Switches.png,	6,  0, 0, Switch1, OpenTrapDoor, 18:12:18:13
Switches.png,	18, 0, 0, Switch2, OpenTrapDoor, 16:3:17:3

;
;   Define the Actors on the Caverns
;
;   ActorName, Start Block X, Start Block Y, 
;			   Initial Direction, 
;  			   Min Block X, Min Block Y, 
;			   Max Block X, Max Block Y, 
;			   dx (pixels), dy (pixels), 
;			   tick count
;			   leftFrame, rightFrame, UpFrame, DownFrame, maxFrames, Frames Per Animation Seg
;
[Actors]
GreenBarrel.png,    9,  13, 4,  1, 13,  9, 13, -16, 0,  4, 4, 1, 8, 8, 4, 4
BlueBarrel.png, 	18,  7, 2, 18,  7, 21,  7,  16, 0,  4, 4, 1, 8, 8, 4, 4
MagentaBarrel.png, 	11, 11, 1, 11, 11, 15, 11,  16, 0,  8, 4, 1, 8, 8, 4, 4, , Switch1, UpdateBlockParms, 11:11:18:11
GreenKong.png,      15,  0, 1, 15,  0, 15,  0,   0, 0, 45, 4, 1, 8, 8, 2, 2, , Switch2, DoKongDrop, MagentaKong.png:15:0:15:13:0:8:2:4:AddKongPoints


;
;   Player Start Block Position
;
;
;   Hero Start Position
;
;   Actor Filename, Start Block X, Start Block Y, Initial Direction, DX (Pixels), DY (Pixels), Tick Count, Segments

[HeroStart]
MinerWilly.png,28,13,16,16,2,4,16
;MinerWilly.png,19,3,1,16,2,5,16
;MinerWilly.png,2,3,1,16,2,5,16

[ReplayData]
420H20Z20i30H40Q40m40950@50J60670J70h70I80`80I90e909:0@:0i:0H;0Z;06<0B<0N=02>08>0Q>0U@09A05D0QD0hD0jE0FG0RG0aL00M0QN00O0:P0hP01Q0HQ09R0MR0aR05T09U0mV09W0XX0bX0XY0iY05Z0IZ0M[0A\0`\0j\0f]0:^01`0Ub01c0Hc02d0@i0ji08j0Jk0Vk0`k0Rm0fm02n0@n0bo0A21`51a;1U<1i<1MH1aH1`L1QN1=O19P1EQ1iQ1HR1jR1VT1JU1NV1:W1HZ1YZ1m\1A]1]_1Q`1h`1Ba1na1:b1Pb1ab1]c1Ad1Pd1bd1ne1Jf1Xf1if1Xh1bh19j18k1Bk1Ho1232`32B62
