Level Title
Item name
Trap name
Backdrop
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Enemy Name
Starting X pos
Starting Y pos
X Direction
Y Direction
Minimum X pos
Maximum X pos
Minimum Y pos
Maximum Y pos
X Speed
Y Speed
Animation speed
#end#

NOTES:

The enemy details repeat for as many enemies as are required. #end# signifies the end
of the enemy list.  Anything after that is ignored.

The Y Location starts at 4 (for the top of the screen).  The X location starts at 1.

The file "levels.txt" should contain the total number of levels.  The level files must
be named "level" followed by the number.  Eg: level1.txt, level2.txt, level3.txt and so
on.


Backdrops:

Woods	-	Woodland scene
Caves	-	Inside a cave
Abbey	-	Inside an Abbey
None	-	Black backdrop


Enemy types:

Guard1		-	Basic Guard. 			L-R
Phone		-	Animated phone (Yellow)		L-R, U-D
Phone_red	-	Animated phone (Red)		L-R, U-D
Phone_green	-	Animated phone (Green)		L-R, U-D
Eugene		-	Eugene.				U-D
TedBike		-	Penny Farthing.			L-R
TedDisk		-	The silicon slice.		L-R
TedHead		-	Animated head.			U-D
MegaFred	-	Fred Harris!			U-D
Penguin		-	Penguin Guard.			L-R
Monk		-	Animated monk.			L-R
Hatter		-	Mad Hatter (blagger)		L-R, U-D


Items:

Coins		-	Gold coins.			Animated
Candle		-	Candle and holder.		Animated
Key		-	A key.				Static
Cup		-	A nice, hot, cup of tea.	Animated



Traps:

Spikes		-	"Pointy" roof and floor spikes
TedSpikes	-	Hooks from Technician Ted



Key to level design:

#	-	Solid block      (red bricks)
1	-	Solid block      (blue cube)
=	-	Semi-solid block (dirt)
-	-	Semi-solid block (girder)
[	-	Semi-solid block (stone bricks)
]	-	Solid block      (stone bricks)
{	-	Semi-solid block (grey stone)
D	-	Dissolving floor
S	-	Player start position
E	-	Exit
2	-	Collectable item
3	-	Floor spike
4	-	Roof spike
H	-	Ladder (Wood)
P	-	Ladder (Pole)
<	-	Conveyor belt (moving left)
>	-	Conveyor belt (moving right)
|	-	Spider thread
M	-	Spider
*	-	Bush
