the element names (mostly) have the following properties:
- elements that start with 'X' can be stored in a level file
- elements that start with 'Y' indicate moving or active elements
+ - elements that start with 'Z' are internal elements without graphics
- elements that end with 'B' are the "backside" of moving elements
-----------------------------------------------------------------------------
*/
Ygrass_blank,
Ydirt_blank,
- Xboom_bug, /* passed from explode to synchro (linked explosion);
- transition to explode_normal */
- Xboom_bomb, /* passed from explode to synchro (linked explosion);
- transition to explode_normal */
- Xboom_android, /* passed from explode to synchro;
- transition to boom_2 */
- Xboom_1, /* passed from explode to synchro;
- transition to boom_2 */
+ Xboom_bug, /* bug explosion; transition to Zbug */
+ Xboom_bomb, /* tank/alien/bomb explosion; transition to Ztank */
+ Xboom_android, /* android explosion; transition to Xboom_2 */
+ Xboom_1, /* tile explosion; transition to Xboom_2 */
Xboom_2, /* transition to boom[] */
- Zbug, /* passed from synchro to explode, only in next[];
- no picture */
- Ztank, /* passed from synchro to explode, only in next[];
- no picture */
- Zeater, /* passed from synchro to explode, only in next[];
- no picture */
- Zdynamite, /* passed from synchro to explode, only in next[];
- no picture */
- Zplayer, /* special code to indicate player;
- no picture */
- Zborder, /* special code to indicate border;
- no picture */
+ Zbug, /* internal bug explosion */
+ Ztank, /* internal tank/alien/bomb explosion */
+ Zeater, /* internal eater explosion */
+ Zdynamite, /* internal dynamite explosion */
+ Zplayer, /* special code to indicate player */
+ Zborder, /* special code to indicate border */
TILE_MAX
};