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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 0.90.
1. Introduction | General remarks on creating new levels | |
2. XML levels | The new XML-based level descriptions | |
3. Objects | Description of all objects in Enigma | |
4. Variables | Lua variables that influence the game | |
5. Functions | Predefined functions | |
Index |
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This chapter explains how Enigma works internally and how you can create your own levels. This manual is not for users of graphical level editors, but rather for programmers of graphical level editors or users who want to use the full power of the Enigma "engine" by using the built-in scripting language.
There are two kinds of file formats you can use to build levels for Enigma. The traditional solution was to write small programs in a programming language called Lua. Although this is still possible, the preferred way is now to prepare files in a data-centric format called XML; this will be discussed in detail in chapter
Enigma's level format is extremely flexible and allows you to create very dynamic and interactive levels. 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 using Lua to access 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 |
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Creating a new level basically consists of the following steps
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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) |
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) |
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.
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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:
{file=welcome name="Welcome" author="Daniel Heck" } {file=martin06 name="Is It Easy?" author="Martin Hawlisch" } {file=lasers101 name="Lasers 101" author="Daniel Heck" } {file=level3a name="Feel Your Way" author="Siegfried Fennig" } {file=martin04 name="Sokoban Revival" author="Martin Hawlisch" } |
Every line in this file describes one landscape in the level pack. The general format of these lines is
{ tag1=content1 tag2=content2 ... } |
One line normally contains many different tag=content
pairs.
If your content contains spaces, surround the content with quotes
(e.g. name="Is It Easy?"
). If you want the string to contain quotes,
escape them with \
(e.g. author = "Petr \"ant\" Machata"
).
Here's a description of all supported tags:
file
name
author
revision
If you do changes to the level that affect the way the level is solved, you should increase the revision number. If you only did cosmetic changes, you should NOT increase the revision.
You should never decrease the revision number!
easymode
par_time
par_time=sec,name
sec
is the par time for the level in seconds.
name
is the player who did the par.
If easymode is 1 then par_time_easy
and/or par_time_normal
have to be used instead of par_time
.
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".
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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.
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The general outline of an XML-style Enigma level looks like this:
<level width="20" height="13"> <info> <!-- level information --> </info> <option ... /> <actors> <!-- actor definitions --> </actors> <floor> <!-- floor definition --> </floor> <items> <!-- item definition --> </items> <stones> <!-- stone definition --> </stones> <signals> <!-- signal definition --> </signals> <lua> <!-- optional Lua code --> </lua> </level> |
If you are unfamiliar with XML, here are a few general notes:
<level>
and closing tags </level>
.
level
tag.
Arguments have the form name="value"
; note that the value must
be enclosed in quotation marks.
<option ... />
is an abbreviation for
<option ...></option>
.
<!-- blabla -->
.
An Enigma level must begin with <level width="xx" height="yy">
,
where xx
and yy
are width and height of the level, and ends
with </level>
The following sections of this manual describe the
structure of the remaining parts of a level description, in the order
indicated in the above example.
2.1 Meta information | ||
2.2 Level options | ||
2.3 Actors definition | ||
2.4 Floor definition | ||
2.5 Item definition | ||
2.6 Stone definition | ||
2.7 Signal definition | ||
2.8 Embedded Lua code |
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Certain aspects of the game can be customized by changing the values of the options to be described in this section. Some of these options control general aspects, like constant force fields or whether the level automatically restarts when the marble gets destroyed, while other options provide default values for objects in the level, like the strength of magnetic fields or the look of Oxyd stones.
The following example shows the general syntax for options. Note the use empty tags: the salient information is already contained in the attributes name and value.
<option name="shuffle" value="NO" /> |
Here is the table of all options available so far:
shuffle
oxydflavor
reset
follow
flatforce
slopeforce
electricforce
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To make XML levels every bit as expressive as the former level format,
a special <lua>
tag is available to carry arbitrary Lua code.
Only one such tag per level is allowed, and the code it contains
is executed after all other tags have been processed, immediately
before handing the level over to the game engine.
Lua code blocks can be used for everything that can not be realized with the data-centric XML format, like specially crafted signal handlers, randomly generated levels or puzzles, or to access features of Enigma's game engine that are not otherwise available.
Graphical level editors are expected not to tamper with the contents of Lua code blocks when they read or write Enigma levels, i.e., neither to modify them nor to delete them without notice.
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3.1 Floors | ||
3.2 Items | ||
3.3 Stones | ||
3.4 Actors | ||
3.5 General object attributes |
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3.1.1 fl-inverse: Inverse Floor | Inverse Floor |
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On this floor the marble is accelerated into the opposite mouse direction.
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fl-inverse
fl-inverse2
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3.2.1 it-document: Scrolls of Paper | Scrolls of Paper | |
3.2.2 it-floppy: Floppy Disk | Floppy Disk | |
3.2.3 it-hollow: Hollows in the floor | Pits in the floor | |
3.2.4 it-ring: Ring | Ring | |
3.2.5 it-vortex: Vortex | Vortices for Teleporting |
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This item looks like a piece of paper and contains text messages that can be displayed by activating the item.
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text
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set_item("it-document", 1,1, {text="Hello World!"}) |
Document(1,1, "Hello World") |
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The floppy disk is needed to activate the Floppy switch (see 3.3.8 st-floppy: Floppy Switch).
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This item creates a hollow in the floor. If all existing @xref{ac-whiteball-small} are inside hollows the level succeeds.
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essential
Use this attribute if there are more holes than small whiteballs in a level and you want to determine which of the holes are needed to finish the level.
For example: If you have many holes and 3 whiteballs, then set
essential=1
in 3 holes. The game will end when the 3
whiteballs are inside the 3 marked holes.
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When a player drops this item, the marble is teleported. The destination depends on the game mode:
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Vortices, like wormholes, can be used to teleport marbles. In the simplest case, every vortex is connected to exactly one other vortex. If there are multiple target vortices, the marble will be teleported to the first unblocked target site. Many levels in the original Oxyd games required the player to selectively block vortices to gain access to new parts of the level.
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This example creates three vortices. If the second vortex is blocked, a marble falling into the first one is transported to (20,1).
SetItem("it-vortex", 1, 1) SetItem("it-vortex", 10,1) SetItem("it-vortex", 20,1) Signal ("it(1 1)", "it(10 1)") Signal ("it(1 1)", "it(20 1)") Signal ("it(10 1)", "it(1 1)") Signal ("it(20 1)", "it(1 1)") |
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These stones apply an impulse to actors that touch them. The amount
of force applied can be controlled by setting
@xref{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, @xref{st-actorimpulse_invisible} can "painted" with a @xref{it-brush}.
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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...
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A switch that can be activated with coins. The more coins you put in, the longer the switch will stay activated.
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target, action
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Simply kills all marbles that touch it (except when protected by an umbrella).
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st-death
st-death_invisible
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Darkens everything that is underneath the stone (much like tinted glass). Can be switched on and off (hence the name).
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signal
lighten
darken
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st-disco-light
st-disco-medium
st-disco-dark
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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.
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The fart stone has the unpleasant habit of "blowing off" when triggered (by actor hit or signal) and will close all Oxyd stones.
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trigger
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A switch that is activated by inserting a floppy disk (see 3.2.2 it-floppy: Floppy Disk).
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on
target
action
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Floating grates, mainly decorative. Flying objects (jumping marbles, rotors, etc.) cannot pass, objects moving on the floor can.
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st-grate1
st-grate2
st-grate3
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See user manual for a description.
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This switch is on
while hit by a laserbeam
and off
when not hit by a laserbeam.
See also 3.3.12 st-lasertimeswitch: Laser Time Switch.
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inverse=1
on
at startup and switch off
with laserbeam)
target,action
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This switch is a mix between 3.3.11 st-laserswitch: Laser Switch and 3.3.22 st-timeswitch: Time Switch.
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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.
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st-oneway
st-oneway-[nesw]
st-oneway_black
st-oneway_black-[nesw]
st-oneway_white
st-oneway_white-[nesw]
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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.
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direction
orientation
is not enough, since this does not update
the stone's model on the screen.
signal
flip
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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.
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flavor
color
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closeall
shuffle
oxyd_shuffle()
function.
trigger
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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.
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length
strength
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This stone cuts all rubber bands attached to an actor that touches it.
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This stone can be destroyed by an actor having a hammer and by laser, dynamite, bombs and bombstones.
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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.
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A simple switch.
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st-switch
st-switch_black
st-switch_white
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on
target, action
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Takes one item from inventory after when hit by the player's marble. Umbrellas protect against thievery.
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This stone can be used to trigger periodic events or to trigger one single event after a certain amount of time.
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on
interval
action
is performed
loop
action
action
target
invisible
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on
off
onoff
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-- 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}) |
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When this switch is touched by an actor, it switches on
for 1.8 seconds and then switches off
again.
See also 3.3.12 st-lasertimeswitch: Laser Time Switch.
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delay
off
.
inverse=1
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Hit this window heavily with your marble to blast it into smithereens.
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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
.
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Yin-Yang stones change into @xref{st-white} or @xref{st-black} if you touch them.
There are several flavors of this stone:
st-yinyang1
st-yinyang2
st-yinyang3
Actors get stuck inside the Yin-Yang Stone if they are starting there or when they warp there. They can be freed by changing the color of the Yin-Yang Stone to their color.
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Movable objects are called "actors" in Enigma. The commonest actor is, of course, the black marble, but there are others, including the white marble, the killerball and a few more:
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mouseforce (default 1.0) color (default 0.0) blackball (default 1) player (default 0) controllers (default 1)
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mouseforce (default 1.0) color (default 1.0) whiteball (default 1) player (default 1) controllers (default 2)
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mouseforce (default 1.0) color (default 1.0) whiteball (default 1) controllers (default 3)
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mouseforce (default 2.0) color (default 1.0) whiteball (default 1) controllers (default 3)
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range (default 5.0) force (default 10.0) gohome (default 1)
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range (default 5.0) force (default 10.0) gohome (default 1)
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force (default 10.0) target1 target2 target3 target4
3.4.9 Actor Attributes |
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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.
essential
essential=1
, the game restarts if 1
of all essential
actors can't resurrect (analog for higher values). If you set the
attribute for several actors, you should use the same value for
all of them!
whiteball, blackball
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name
name
attribute. Such named objects can
be searched using 5.4 enigma.GetNamedObject.
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This chapter describes the Lua variables that can be accessed from level descriptions
TRUE
or FALSE
st-actorimpulse
stone. 3.3.1 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.
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5.1 AddRubberBand | Creating rubber bands | |
5.2 CreateWorld | ||
5.3 enigma.AddConstantForce | ||
5.4 enigma.GetNamedObject | ||
5.5 SendMessage | Sending messages to objects | |
5.6 draw_checkerboard_floor | ||
5.7 draw_border | Drawing a border of stones |
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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.
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local ac=set_actor("ac-blackball", 1.5,7.5) local st=set_stone("st-brownie", 10,6) AddRubberBand(ac, st, 50, 10) |
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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 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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Adds global gravity to the current level.
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This function searches for an object that has a name
attribute
with value objname. It returns a reference to the object or
nil
if none could be found.
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set_stone("st-wood", 7, 11, {name="woodie"}) ... local Woodie = enigma.GetNamedObject("woodie") |
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This function sends a message to an object.
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set_stone("st-laser-s", 2, 2, {name="laser3", on=FALSE}) ... SendMessage("laser3", "onoff") |
set_stone("st-bolder", 7, 11, {name="bolder1", direction=SOUTH}) ... SendMessage("bolder1", "direction", WEST) |
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This function draws checkerboard composed of two selected floor types. name1 and name2 are names of floor objects. See @xref{set_floor} for further details.
{attrib1=value1, attrib2=value2, ...}
. These attributes,
together with default attributes, are passed to each tile of the
generated checkerboard.
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draw_checkerboard_floor("fl-abyss", "fl-rough", 2, 2, 23, 11) draw_checkerboard_floor("fl-normal", "fl-inverse", 0, 0, levelw, levelh) -- racetrack |
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This function adds a border of stones to your level. If invoked with only one argument, this border encloses the whole level.
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draw_border("st-marble") draw_border("st-greenbrown", 0,5,3,3) |
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Jump to: | A C D E S |
---|
Jump to: | A C D E S |
---|
[Top] | [Contents] | [Index] | [ ? ] |
1. Introduction
1.1 Creating New Levels2. XML levels
1.2 A Simple Level
1.3 Registering Levels
1.4 Where to go from here
2.1 Meta information3. Objects
2.2 Level options
2.3 Actors definition
2.4 Floor definition
2.5 Item definition
2.6 Stone definition
2.7 Signal definition
2.8 Embedded Lua code
3.1 Floors4. Variables
3.1.1 fl-inverse: Inverse Floor3.2 Items
3.1.1.1 Variants
3.2.1 it-document: Scrolls of Paper3.3 Stones
3.2.1.1 Attributes3.2.2 it-floppy: Floppy Disk
3.2.1.2 Example
3.2.3 it-hollow: Hollows in the floor
3.2.3.1 Attributes3.2.4 it-ring: Ring
3.2.5 it-vortex: Vortex
3.2.5.1 Example
3.3.1 st-actorimpulse: Bumper Stones3.4 Actors
3.3.2 st-chameleon: Chameleon Stone
3.3.3 st-coinslot
3.3.3.1 Attributes3.3.4 st-death: Skull Stones
3.3.4.1 Variants3.3.5 st-disco: Disco Stones
3.3.5.1 Messages3.3.6 st-easymode: Easy Mode Stone
3.3.5.2 Variants
3.3.7 st-fart: Fart Stone
3.3.7.1 Messages3.3.8 st-floppy: Floppy Switch
3.3.8.1 Attributes3.3.9 st-grate: Grates
3.3.9.1 Variants3.3.10 st-knight: Knight Stone
3.3.11 st-laserswitch: Laser Switch
3.3.11.1 Attributes3.3.12 st-lasertimeswitch: Laser Time Switch
3.3.13 st-oneway: One-way Stones
3.3.13.1 Variants3.3.14 st-oxyd: Oxyd Stones
3.3.13.2 Attributes
3.3.13.3 Messages
3.3.14.1 Attributes3.3.15 st-rubberband: Rubberband Stone
3.3.14.2 Messages
3.3.15.1 Attributes3.3.16 st-scissors: Scissors Stone
3.3.17 st-stone_break: Breakable Stone
3.3.18 st-swap: Swap Stone
3.3.19 st-switch: Switches
3.3.19.1 Variants3.3.20 st-thief: Thief Stone
3.3.19.2 Attributes
3.3.21 st-timer: Timer Stone
3.3.21.1 Attributes3.3.22 st-timeswitch: Time Switch
3.3.21.2 Messages
3.3.21.3 Example
3.3.22.1 Attributes3.3.23 st-window: Breakable Stone
3.3.24 st-wood: Wooden Stone
3.3.25 st-yinyang: Yin-Yang Stones
3.4.1 ac-blackball3.5 General object attributes
3.4.2 ac-whiteball
3.4.3 ac-whiteball_small
3.4.4 ac-killerball
3.4.5 ac-rotor
3.4.6 ac-top
3.4.7 ac-bug
3.4.8 ac-horse
3.4.9 Actor Attributes
5. Functions
5.1 AddRubberBandIndex
5.1.1 Example5.2 CreateWorld
5.3 enigma.AddConstantForce
5.4 enigma.GetNamedObject
5.4.1 Example5.5 SendMessage
5.5.1 Examples5.6 draw_checkerboard_floor
5.6.1 Example5.7 draw_border
5.7.1 Example
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1. Introduction
2. XML levels
3. Objects
4. Variables
5. Functions
Index
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Button | Name | Go to | From 1.2.3 go to |
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[Top] | Top | cover (top) of document | |
[Contents] | Contents | table of contents | |
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[ ? ] | About | this page |
where the Example assumes that the current position is at Subsubsection One-Two-Three of a document of the following structure: