-
Notifications
You must be signed in to change notification settings - Fork 48
Level Mapping
This page describe the LevelMapping
section in the Game Description File. Level Mapping is a list of symbols and the corresponding one or more sprites. The main usage of LevelMapping
section is to help VGDL engine to parse the Level Description Files.
The LevelMapping
section is written in the following format:
LevelMapping
symbol_1 > sprite_1
symbol_2 > sprite_2 sprite_3
where symbol_1
and symbol_2
can be any single character while sprite_1
, sprite_2
, and sprite_3
must be sprite names defined in the SpriteSet
section. The number of sprites on the right hand side can be any amount of numbers.
Avatar types must be represented by an uppercase letter. All other non-avatar objects must not use uppercase letters.
Here is a LevelMapping
section from a game called WaterGame.
LevelMapping
A > avatar
w > wall
x > water
b > box
e > exit
The following is from another game called Defem where multiple sprites have a single representing symbol.
LevelMapping
A > avatar cannon
r > spawnRandom cannon
c > spawnChase cannon
. > cannon
-
GVG Framework
- Tracks Description
- Code Structure
- Creating Controllers
- Creating Multi Player Controllers
- Creating Level Generators
- Running & Testing Level Generators
- Creating Rule Generators
- Running & Testing Rule Generators
-
Forward Model and State Observation
- Advancing and copying the state
- Advancing and copying the state (2 Player)
- Querying the state of the game
- Querying the state of the game (2 Player)
- Information about the state of the Avatar
- Information about the state of the Avatar (2 Player)
- Information about events happened in the game
- Information about other sprites in the game
- Game Description Class
- Constraints
- Game Analyzer Class
- Level Analyzer Class
- Sprite Level Description Class
- Sprite, Termination, and Interaction Data Class
- Level Mapping Class
- Competition Specifications
- VGDL Language