New levels can be created using Tiled.
Take a look at the existing level files in the editor, e.g.
The levels are composed of 16x16 pixel tiles. The maximum size is currently 26x16 tiles, since scrolling is not supported. If you make smaller levels the size of the UI will increase to fill some of the empty space.
Map menu, then
Map Properties to edit the
Custom Properties of the map. The following are supported:
|openTop||Boolean||If true, the level wraps around at the top of the screen.|
|openLeft||Boolean||If true, the level wraps around at the left of the screen.|
|openRight||Boolean||If true, the level wraps around at the right of the screen.|
|openBottom||Boolean||If true, the level wraps around at the bottom of the screen.|
These properties can be assigned to individual tiles, or to entire layers (in which case they apply to all tiles in the layer).
|blocked||Boolean||If true, tile blocks all movement.|
|characterBlocked||Boolean||If true, tile blocks movement of characters but allows bullets to pass through.|
|destructable||Boolean||If true, the tile can be destroyed.|
The object layer contains objects rather than tiles, but each object should be a square of the same size as a tile.
type field of the object can take these values:
|playerspawn||Player characters will spawn from this point. If there are insufficient spawn points, players will not spawn until one becomes free. There must always be at least one spawn point.|
|cratespawn||Crates will spawn at this point. If there are none of these points then crates will spawn at random points.|
Invoke a function from a Groovy script. The script must have the same name as the level. The name of the function must be put in the |
For example, to spawn a Trap entity, if the level is
There are several examples of these scripts in the tutorial levels.