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- // SML Save File Format
- // For Standalone Levels
- // Revision 1, by Celarix (7/5/2012)
- /* Now, this one's a bit (well, a lot) different from the world file format.
- * In order to prevent (or at least discourage) cheating, I'm going to use
- * the BinaryReader class (http://msdn.microsoft.com/en-us/library/system.io.binaryreader.aspx)
- * to store the necessary values. Below is a list of what data there will be and what format
- * it'll be in. I'll do the same for the other save files formats.
- */
- byte type = 0; // 0 = standalone level, 1 = standalone world, 2 = uses project file
- bool midpointCleared; // Has the midpoint been cleared?
- short players; // The number of players in this particular level
- PlayerSaveSettings[] playerSaveSettings; // stores each player's save settings (see below for the details)
- bool isNetworkGame; // if the game is hosted on a LAN or online
- int collectiblesCollected; // how many collectibles (i.e. Yoshi coins) have been collected
- public struct PlayerSaveSettings
- {
- short lives; // The number of lives the player has
- }
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