;
;Define The Level Name
;
[LevelName]
Miner Willy meets the Kong Beast
;
;  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]
30600000006000000300300000000003
30000000000000000300300000000003
300000000000090EE300000000000113
30000000000000000300000000000003
30000000000000000300000000000003
31110000011111100311000000000003
30000000000000900300011110000013
30111000000000000300000000010003
30900000111000000300000000000003
30000000000000000311111000000003
31000000000011100300000000011113
30000000011000000D00000000000003
30001100000000000D00001111100003
30000000000CCC3AB311000000000903
300000000000003BB300000500000003
31111111111111111111111111111113

;
; 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]
1

;
; 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,2,13,1,16,2,4,16
;MinerWilly.png,19,3,1,16,2,5,16
;MinerWilly.png,2,3,1,16,2,5,16

[ReplayData]
:00@00j00F10P10:20950P50<60]60A805:0Q:0m<09=0X=0R>0^>0h>01A0HB0RB06C0bC0NE0RE0hE02F08F0BG0PG0<H0HH0iI0=K0AK0MM0YM0`O0lO08P0jQ0FR0jR0XV04W08W0YX0b[0Y^08_0B_0hb0Jc0>e0Je0^h0jh0Al0em0An0801i01Z11821A31`31j31H41T41`41b61n61B71^81J91P911:10;1a=1m=1A>1@@1J@1>A12B1AC1UC11D1mF19G1eH1II1PI1ZJ1^M12N11Q1]V11W1
