;
;Define The Level Name
;
[LevelName]
Warp Core Breach
;
;  Set the Background Colour
;
[BackgroundColour]
DARKGREENCOLOUR

;
;  Set the Border Colour
;
[BorderColour]
DARKMAGENTACOLOUR

;
;  Which of the 20 Sprite Sets do you want to use?
;  Starts (0-19)
;
[SpriteSet]
18

;
;  Define the Door Sprite To Use
;  (0-19)
;
[ExitBlock]
18

;
;  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
;	F = Special Block (Willy's Home Graphic)
;
[LevelData]
33333000000000000000000000000003
3AB00000000000000000000000090003
3BB00000000000000000000000000003
33330000000000000000000000000003
30003000000000000000000000000003
39000003300003330000001011111113
30000000000000000010000000000003
30000000000003000000000000000003
30000000000000000000001011111113
31000000000000000010000000000003
30001000000003000000000000000003
30000000000003000000001011111113
33000007777003111110000000000093
33300000000000000000000000000003
33330000000000000000000000000003
33333333333111111111113331111113

;
; 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

;
; Define Special Game Routines Here
;
[SpecialFunction]
SolarPoweredGenerator, 24 ,1


;
;   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]
YellowBall.png,    	 5, 9, 1,  5,  0,   5, 13,  0, 4,  3, 4, 1, 8, 8, 4, 4
RedBall.png, 		11, 7, 2, 11,  6,  11, 13,  0,-4,  4, 4, 1, 8, 8, 4, 4
BlueBall.png, 	    16,10, 3, 16,  0,  16, 10,  0, 2,  4, 4, 1, 8, 8, 4, 4	 
YellowReflector.png,24, 3, 3, 23,  3,  29, 3, -16, 0,  4, 4, 1, 8, 8, 4, 4
BlueReflector.png,  28, 6, 4, 22,  6,  29, 6, -16, 0,  4, 4, 1, 8, 8, 4, 4
RedReflector.png,   29, 9, 2, 23,  9,  29, 9,  16, 0,  6, 4, 1, 8, 8, 4, 4
YellowReflector.png,16,13, 1, 13, 13,  29,13,  16, 0,  4, 4, 1, 8, 8, 4, 4

;YellowReflector.png,24, 3, 3, 23,  3,  29, 3, -16, 0,  4, 4, 1, 8, 8, 4, 4
;BlueReflector.png,  28, 6, 4, 22,  6,  29, 6, -16, 0,  3, 4, 1, 8, 8, 4, 4
;RedReflector.png,   29, 9, 2, 23,  9,  29, 9,  16, 0,  5, 4, 1, 8, 8, 4, 4
;YellowReflector.png,16,13, 1, 13, 13,  29,13,  16, 0,  4, 4, 1, 8, 8, 4, 4

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

[HeroStart]
MinerWilly.png,14,10,1,16,2,4,16

[ReplayData]
j30h60J80>90b90>=0J=0@>0Q>0]B0iB0`G0iJ0@M0IP0mQ0YR0MS01T0@T0:W0NW0XW0IX0eY09Z0`Z0R[0h[0Y\0@]0J_08`0Ba0`a0Z81n81J91f;1b<1`>12D1^E1jE10H19H1]H11I18I11J18J1jL1>M1JM1hM1aN1UO1iO1@Q1AR1XR12S1HS12T1FT1ZT1>W1RW10Z19Z1HZ11[1=[1I[1M^1Y^1h_1j`1@a19e1Me1ae1Uh19i10k1Q02m02A12E32Q32
