General Information

WapWorld.exe is a Win 95 application that was created to make levels for Claw.  Although using WapWorld is relatively straightforward, creating compelling levels is a fairly tedious process.

On the plus side, WapWorld has many of the standard Win95-type toolbars, menus, buttons and keyboard shortcuts.  Where appropriate, WapWorld uses conventional Windows functionality (ctrl-x for cut, ctrl-v for paste, ctrl-c for copy, etc.).

Although you can use any of the resources contained in the retail version of Claw, you cannot import new images/art/sounds/animations/etc. into WapWorld.

For more information about WapWorld, please check the Claw forum at http://www.captainclaw.com

I want to start building stuff!

Tell me more about getting started…


Quick and Dirty Overview

The easiest way to get started using WapWorld is to open an existing level.  Although it may seem fairly trivial to create a level from scratch, it is in fact VERY TEDIOUS.  It takes our level designers (on the average) about 3-4 weeks to create a level from scratch, so starting with a mostly finished product is probably the easiest way to go.  In this way you can become familiar with a finished world, and enhance it as necessary.

Here's a quick and dirty run-through of WapWorld functionality:

1.	It’s recommended that you run WapWorld while in 1024x768 mode--if your video card supports this mode, switch your desktop to this mode before starting WapWorld.

2.	Start WapWorld.exe by double-clicking on it.

3.	Using the toolbar or menus, open retail01.wwd (note that all world files in Claw have the .wwd file extension). You should now have retail level 1 open in the editor.  Although level files are small, they use resources from the claw.rez directory (which is large).

4.	From the Plane menu, select Goto Start Position. You should be looking at a door at the beginning of level 1.

5.	Note that information about the world and tiles are shown at the bottom of the screen.  The mouse position is shown in world coordinates.

6.	Click on the top-left tile for the door (mouse position of approximately 602, 4700).  At the bottom of the screen you will see Tile = 9, 73, set = 0, Image = 401. These numbers mean that you have selected an instance of tile 401, which is located at grid position 9, 73 and mouse position (which is also world position) of about 602, 4700.

7.	At the bottom of the Tile Images toolbar/window (the skinny window overlaid on the tile area), click the + button (this will make the tiles easier to see).

8.	Double-click tile #12 in the Tile Images toolbar.  You will see your selected tile (the portion of the door) change to tile #12.  This is one method of changing tiles.

9.	Hit ctrl + z to undo the action.

10.	Hit ctrl + g.  This turns off the grid.  Hit ctrl + g to turn on the grid (the grid makes things a little easier, but can also get in the way some times).

11.	Hit ctrl + m to switch into object mode .  This will allow you to edit objects .

12.	You’ll see smiley faces at first while the images are loading into the editor. Once the images are loaded in, you should see a lot more stuff on screen.  Although the Tile Images window will still be present, you cannot edit/change/move tiles in this mode.

13.	Single-click on the first crate closest to the door (approx. mouse position of 830, 4830). Note that the text “FrontCrate” now appears at the bottom of the window.  This is the logic that defines the “crate” object.  This crate is designed to appear in front of Claw (i.e., Claw passes behind it and is partially obscured while passing by it).  Also note that the values 829, 4840, 5000 appear in the bottom right corner of the window.  These values represent the x, y and z values for the object.

14.	With the object selected (a selection rectangle should appear around it), hold down the shift key and press the right cursor once.  The object should move approximately 10 world units (shown in the bottom right corner).  Hold down the shift key and press the left cursor once.  This should move the object back to its original location.

15.	With the object still selected, hit ctrl + c (for copy).  Move the mouse cursor to the right.  Hit ctrl + v (paste).  A new crate should appear.  You can move this crate into any position by selecting it and using shift + arrow keys or ctrl + arrow keys (for finer movement).

16.	Once you have your object placed where you want it, right click on the object.  You will see the properties appear for your new crate.  Don’t worry about the properties for now.

17.	Save the level in your Custom directory by choosing File…Save As.

18.	Claw will only look for custom levels in the Custom subdirectory in your Claw install directory, so be sure that you’ve saved your level in this directory.

19.	Start Claw.

20.	From the Single Player menu, choose Load Custom Level.

21.	Select your custom level.

22.	When the level loads, you should notice your new crate.

Although the above overview is simplistic, it gives you an idea as to the way things work in Claw.

Give me more info on editing modes…


Editing Modes

There are 2 primary modes for editing levels:  tile mode and object mode .  You cannot edit both tiles and objects at the same time (i.e., you must be in tile mode to edit tiles, and object mode to edit or move objects).

To switch between Tile Mode (the default mode) and Object Mode, just hit ctrl + m or select Object Mode from the Edit menu.

More about tile mode…

More about object mode…

More about planes…


More about tiles

Tiles define everything that’s immovable in the world (floors, walls, ladders, ceilings, etc.)—essentially, the architecture of a world.

Tile mode is the default mode when opening the editor.  If you think of tiles as being similar to bathroom tiles or wallpaper, you’ve got the basic idea.  Tiles are placed together so that they create structures or patterns.  If you look at the tiles separately, it might look very difficult to create a level.  However, let us ASSURE you that the tiles do indeed fit together.  Trust us.

Previewing Tiles

Available tiles are shown in the Tile Images toolbar window (which can be turned on and off by selecting Tile Selection Window from the Tile menu, or by hitting ctrl + t).  This window is used to preview tiles, and to search for specific tiles.

Placing/Inserting Tiles

To replace/insert a tile, just click on the tile location in the editor area to select that grid location.  Double-click a tile in the Tile Images toolbar window.  The tile should appear in the edit area.

You can also place tiles by typing the number of a tile (each tile is numbered).  This is actually much faster and becomes easier once you get the hang of it.

Tile Properties

This is an advanced user feature! Changing tile properties is a very good recipe for “oh my gosh my level is completely screwed”.  If you’re still not afraid, read on…

You can access properties for a tile by selecting the tile, and then choosing Properties from the Tile menu. Tile properties define the behavior for each tile. Tile properties includes things like ground (so Claw can walk on the floor), climb (for things like ladders), clear (so Claw can walk through a tile), death (so Claw will die when he touches a tile), and solid (for things like walls).

IMPORTANT NOTE ABOUT SETTING TILE PROPERTIES!

When you set properties for a tile, you are setting the properties for ALL instances of that tile number, not just the tile you have selected.  This means that if you select a ladder tile in your level, and then change the properties for that tile, you are changing the properties for EVERY instance of that tile throughout your level.

Setting the exact properties for a tile is a fairly complex process—the tile properties contained in the retail levels went through intense tweaking during development. However, if you’re brave, you may want to change tile properties.

It’s recommended that you play around with this feature in a test level before trying it out for real.  Because tile properties are saved in the level you create rather than the graphic itself, you can create levels that share the same level resources (i.e., 2 levels that are based on level 1) that have different tile properties.  So, in Johnny’s_level1.wwd you might have clear walls that Claw can walk through, while in Johnny’s_really_cool_level1.wwd, you might have floor tiles that Claw can fall through.

More about block copying a group of tiles

More about global replacement of tiles

More about flood-filling tiles


More about objects

Objects encompass everything else, besides tiles, that is contained in a level.  Objects include things like enemies, treasure items, platforms, moving pegs, powerups, eye-candy sprites, cover-up sprites, sound triggers, and much much more.

Adding/Placing Objects

While in Object Mode, you can add an object by double-clicking in the area where you want to place the object.  When you double-click, a dialog box will appear.  Use the dialog box to add an object with a specific logic and image set.

Object Properties

Each object has specific properties.  These properties define what the object will look like and how it will behave.

To access the properties for an object, left-click on it to select it, then right click to bring up the properties dialog box for that object.

What defines an object?

Each and every object has two, main defining properties: Logic and Image Set.

Logic

In most cases, the Logic for an object will define what that object will be (how it acts, what it looks like in the game, how much it's worth, etc.).  Logics can include things like Soldier (for the rifle-toting soldier in level 1), HealthPowerup (for things that give Claw health), or CrumblingPeg (for pegs that crumble under Claw), just to name a few.

Image Set

The Image Set for an object defines what image (bitmap) will be shown in the level editor.  In most cases this means that the image set only affects what you see in the level editor, not what is displayed in the engine.

The only exceptions to the above rule are things like treasure and health powerups.  In these cases, the image set defines what will be displayed in the game.  This will become clear if you use the "copy and paste" method of adding powerups to a level.

What's the best way to move/change/edit/add objects?

The best way to create/edit objects is to copy and paste them in an existing world.  You can copy and paste objects by clicking on them to select them, hitting copy, moving the mouse, and then hitting paste to paste a new object.

You can access properties for objects by right-clicking on them.  Most of the object properties will seem meaningless, but they all mean something.  Often, special behavior for certain logics can be modified or defined in the properties (things like x/y movement speed, distance, etc.).

Every object has 3 coordinate values (x, y and z) which define the object’s physical location in the world..  The x and y define horizontal and vertical position in the world (displayed in the lower right hand corner of the editor).  The z value defines the object’s location in relation to Claw (some things pass in front of Claw, others pass behind him).

Rename Images/Logics in Wapworld

There is a Rename Images and a Rename Logics option under the Objects menu (if you’re in Object mode) in WapWorld.  You can use this feature to rename a group of images or logics to another image or logic name.  This is useful if you want to change all the coins in a level to scepters (use rename images), or change all the soldiers to Officers (use both rename images and rename logics).

Delete all objects

You can delete all objects in a level by choosing Delete all from the Objects menu.  This is useful if you’re copying an existing level and you want to use it as the basis for a new level.

Hey, I really, really want to know more about logics for objects…


Planes

There are 3 “planes” in every Claw level.  Front, Action and Background.

The Front layer is the layer closest to the player (i.e., this is the layer that moves the fastest).  The front layer is essentially eye-candy.

The Action layer is the layer that contains all the world architecture (structures, floors, walls, etc.).  Captain Claw is always in the Action layer.

The Background layer provides the backdrop for the scene.  The background layer is also basically eye-candy.

It’s not recommended that end-users touch the front or background layers.  These layers automatically tile, and not much can be accomplished by editing them (although you could probably create some pretty weird stuff by screwing around with them).

To switch between the different layers, select Planes from the World menu, and then select the plane you want to view.


Creating a new level from scratch

First of all, THIS IS NOT THE EASY WAY!  The easy way is to open an existing level and then edit that level and save it with a different file name.  If you choose to copy and edit an existing level, you can change the full name of the level and the author name if you go to World…Properties.  However, some people may want to create a level from scratch.  For those courageous few, we say "Good luck!" and read on…

To create a new level from scratch:

1.	Start WapWorld.

2.	Click the new world toolbar button or select File…New…

3.	Type the name of your level in the Name: field.  You must include the retail level number for the tile set you are using in this field. So, if you’re using resources from retail level 01 (La Roca), you need to call your level something like “My Cheesy Level 1”.  You get the point.

4.	Type your name in the author field.  The author is displayed when you open a level in WapWorld.  You can include anything you want here, but keep it clean.

5.	Enter a StartX and Start Y position.  This is where Claw will appear when the level begins. Although this is something that you can change later, a good default value is 600, 4500.  This value will place the start position slightly to the left of the left-hand edge of the level, and about mid-way down in the level.  You can change this value later by selecting Properties from the World menu.

6.	Type ..\CLAW.REZ in the Rez File: field.

7.	Type LEVEL1\TILES in the Image Dir: field.  Note that you can enter any level (1-14) in the "level1" portion of this entry.  The listed example would use resources from level 1.

8.	Type LEVEL1\PALETTES\MAIN.PAL in the Pal Rez: field.  You must specify the same level number in this field as you did in the Image Dir: field.

9.	You should now be able to create a world from the existing resources for the level you specified.

10.	Once you have a world (it will probably be a blank black screen), you’ll need to specify your resouce directory for your objects.  You can do this by choosing World…Properties.

11.	In the Image Set 1: field, type LEVEL1\IMAGES.

12.	In the Prefix 1: field, type LEVEL.

13.	In the Image Set 2: field, type GAMES\IMAGES.

14.	In the Prefix 2: field, type GAME.

15.	In the Launch App: field type ..\CLAW.EXE.

16.	You should be set to go.  Switch to tile mode and start editing!


Global Tile Replacing

You can replace a tile in a level with a different tile.  This is a global action, and will replace all instances of a particular tile in a level.

To use the replace feature:

1.	Select Replace from the Tools menu.

2.	Enter the tile number that you want find.

3.	Enter the tile number you want to replace it with.

4.	This feature is global, and therefore acts on every instance of the tile you're searching for…

5.	Click OK.

6.	The tile you wanted to replace should now be replaced everywhere it appeared in the level.


Tile Block Copy Feature

The block copy feature allows you to copy a large section of a level and paste it into another portion of the level.  To use the feature, follow the instructions below:

NOTE:  This is an advanced feature that will OVERWRITE any tiles in the paste area.  Test this out in a new or test level before trying this on something you really care about.

To block copy a set of tiles:

1.	Select Block Copy from the Tools menu.

2.	This is where things get a little complex.  There are 6 fields listed, with each field having a specific meaning.  You need to enter numerical values in each of the fields.  Use whole numbers.

3.	Enter the value for the Source Column.  The source column is the column number of the top left corner of the block of tiles you want to copy (think about this as a coordinate system for a rectangle, with the top-left corner of the rectangle being the origin of the coordinate system).  If you're unsure as to the column number, it's the first number listed on the status bar (bottom of window) when a tile is selected.

4.	Enter the value for the Source Row.  The Source Row is the row number of the top-left corner of the block of tiles you want to copy.  If you're unsure as to the row number, it's the second number listed on the status bar when a tile is selected.

5.	Enter the value for the Dest Column and Dest Row.  These are the top-left coordinates of the area where you want to paste the tiles.

6.	Enter the values for Copy Width and Copy Height.  Copy Width is how many tiles to the right you want to copy (your x-delta).  Copy Height is how many tiles down you want to copy (your y-delta).  Note that these are delta values, not absolute tile position values.

7.	Click OK.  The block of tiles you copied should appear in their new position.


Tile Fill Feature

You can use the fill feature to flood-fill an entire plane with a certain tile number or type.  This is useful if you want to copy an existing level, rename it, and then start fresh.

NOTE:  THERE IS NO UNDO FOR THIS FEATURE!  Also, this is an advanced feature that, if used incorrectly, could potentially screw up your level!  Test this out in a new or test level before trying this on something you really care about.

To flood fill all tiles in a level:

1.	Select Fill from the Tools menu.

2.	Select the type of fill you want to do.  You can enter a tile number (which will fill the entire level with that tile), set it to invisible (useful for clearing out the tile contents of an entire level, but note that it will not clear out the objects), or set it to the default color (useful if you want to set a background layer to a solid color, such as blue for a sky).  You can set the default fill color by selecting Properties from the Plane menu, and then setting the color value in the Misc area of the properties dialog.

3.	Set the origin for the fill (it will fill down and to the right from the origin).

4.	There is no undo for this feature!

5.	Click OK when you're ready.


Tips and Notes

Warping to specific locations while editing

These features are useful for warping to specific locations in your level.

Choose Goto Start Position from the Plane menu (Ctrl+Alt+S) to go directly to the start position in your level (this is where Claw will start the level).

Choose Goto Warp Position from the Plane menu (Ctrl+Alt+W) to go to a specific x,y location in your level.  You can set the x,y location by selecting "Goto X,Y Position" (Ctrl+Alt+P) and checking the “Save as Warp Coordinates” check box.

Hit refresh to fix the tile selection highlight box

Sometimes the box that indicates the currently selected tile can appear to be drawn incorrectly. To fix the problem, just hit Refresh from the View menu, or you can just hit F5.

Editing the levels in the Custom directory

If you want to edit the levels in the Custom directory, you’ll need to specify where the claw.rez file is located.

NOTE:  If you edit any of the levels in the custom directory, you will be altering these files and therefore will not be able to level race against other players using these levels.  It’s recommended that you make copies of the levels in the custom directory and paste them into your editor directory before editing these files.

If you screw up, you can always copy them from the Claw CD.

To edit the levels in the Custom directory:

1.	Start WapWorld

2.	Open Goble1.wwd.  You will get an dialog box that says “Unable to locate rez file \proj\claw\claw.rez.  Would you like to specify a new location?”.  Click Yes.  A properties dialog box will appear.

3.	Type ..\claw.rez in the Rez File: field.

4.	Type ..\claw.exe in the Launch App: field.

5.	Click OK.

6.	When you save the level, it will contain the new project information.  The next time you open the file, it should find the correct .rez file.


Printing a Level

This is a VERY useful feature for analyzing the levels for playability stuff and overall layout design.

Ctrl+P  (or "File | Print To Bitmap") will bring up a dialog where you can enter the bitmap filename, choose the scale value (100%, 50%, 25%, or 12%) and specify whether or not you want the objects printed as well.

The current plane/layer is then dumped (in it's entirety) to the specified file and you can then use your favorite paint program to view and/or print it.

For the Claw levels, we suggest only using scale values of 25% or 12%.  Bigger values make such a huge bitmap that most paint programs will probably choke trying to load them.


Detailed Object Logic List

The following is a fairly complete list of all the object logics that are used in Claw.  You should note that not all logics are available on every level, and some levels may contain logics that appear to be similar but that are actually used in a different way.

DoNothing

A logic that does absolutely nothing.  Useful for when you just want an image to be displayed and nothing else.

AniCycle

Default behavior is to cycle through each image in the set, at 100 millisecond intervals, looping forever. To set a specific animation, specify the name of the animation (.ANI file) in the Animation box. This is useful for “eye-candy” objects that don’t actually do anything.

TreasurePowerup

Default value is set based on the image.  Use for any powerup that gives Claw treasure points.

HealthPowerup

Default value is set based on the image.  Use for any powerup that gives Claw more health.  Use this for Catnips as well (just set one of the catnip images). For catnips, you can override the default time by specify the desired time value (in milliseconds) in the “Smarts” field.

AmmoPowerup

Default value is set based on the image.  Use for any powerup that gives Claw more ammunition for his pistol.

MagicPowerup

Default value is set based on the image.  Use for any powerup that gives Claw more magic for his magical attack.

SpecialPowerup

Use for Warp powerup.  Set SpeedX and SpeedY to the world coordinates to warp to.

EndOfLevelPowerup

If the level is an odd number, the map piece image will be used. If the level is an even number, the nine lives gem image will be used. If the level is being used for level racing, the checkered flag image will be used.

Crate

Default health is 1 (breakable with one claw hit). Default powerup is 0 (spinning coin). To make a crate indestructible, set the Health field to 999. To specify a specific powerup that the crate will contain, set the value of the Powerup field to one of the listed powerup values (see attached).

Crate Powerup Values

To use, set the “Powerup” field in the editor for the crate object to one of the following values: (note: if you don’t specify a value, a coin will be added) (note: if you don’t want a powerup, specify a value of -1)

0 = "GAME_TREASURE_COINS"

1 = "GAME_TREASURE_GOLDBARS"

2 = "GAME_TREASURE_RINGS_RED"

3 = "GAME_TREASURE_RINGS_GREEN"

4 = "GAME_TREASURE_RINGS_BLUE"

5 = "GAME_TREASURE_RINGS_PURPLE"

6 = "GAME_TREASURE_NECKLACE"

7 = "GAME_TREASURE_CROSSES_RED"

8 = "GAME_TREASURE_CROSSES_GREEN"

9 = "GAME_TREASURE_CROSSES_BLUE"

10 = "GAME_TREASURE_CROSSES_PURPLE"

11 = "GAME_TREASURE_SCEPTERS_RED"

12 = "GAME_TREASURE_SCEPTERS_GREEN"

13 = "GAME_TREASURE_SCEPTERS_BLUE"

14 = "GAME_TREASURE_SCEPTERS_PURPLE"

15 = "GAME_TREASURE_GECKOS_RED"

16 = "GAME_TREASURE_GECKOS_GREEN"

17 = "GAME_TREASURE_GECKOS_BLUE"

18 = "GAME_TREASURE_GECKOS_PURPLE"

19 = "GAME_AMMO_DEATHBAG"

20 = "GAME_AMMO_SHOT"

21 = "GAME_AMMO_SHOTBAG"

21 = "GAME_CATNIPS_NIP1"

22 = "GAME_CATNIPS_NIP2"

23 = "GAME_HEALTH_BREADWATER"

24 = "GAME_HEALTH_FISH"

25 = "GAME_HEALTH_MILKSINGLE"

26 = "GAME_HEALTH_MILKTRIPLE"

27 = "GAME_MAGIC_GLOW"

28 = "GAME_MAGIC_STARGLOW"

31 = “GAME_MAPPIECE”

32 = “GAME_WARP”

33 = “GAME_TREASURE_COINS”

34 = “GAME_DYNAMITE”

41 = “GAME_TREASURE_CHALICES_RED”

42 = “GAME_TREASURE_CHALICES_GREEN”

43 = “GAME_TREASURE_CHALICES_BLUE”

44 = “GAME_TREASURE_CHALICES_PURPLE”

45 = “GAME_TREASURE_CROWNS_RED”

46 = “GAME_TREASURE_CROWNS_GREEN”

47 = “GAME_TREASURE_CROWNS_BLUE”

48 = “GAME_TREASURE_CROWNS_PURPLE”

49 = “GAME_TREASURE_JEWELEDSKULL_RED”

50 = “GAME_TREASURE_JEWELEDSKULL_GREEN”

51 = “GAME_TREASURE_JEWELEDSKULL_BLUE”

52 = “GAME_TREASURE_JEWELEDSKULL_PURPLE”

Placing Powerups/Treasure in enemies

Each enemy can contain up to 8 different powerups.  To place powerups in an enemy, use the crate powerup values (above) in the User 1 and User 2 fields in the Rects dialog box.  You can access the Rects dialog box by clicking the Rects button in the properties dialog box.

Statue

BehindStatue

Same as crates except the base sprite remains after Claw breaks statue.    Also 0 to 9 power-ups can be placed in the statue.  Power-ups stay in front of base after statue is broken.

FrontStatue

Same as above, but power-ups stay behind base of statue.

Default health for statues is 1 (breakable with one claw hit). The statue contains NO Default powerups (33 is the spinning coin, NOT 0). To make a statue indestructible, set the Health field to 999. To specify specific powerups that the statue will contain, set the value of the Powerup field (and any of the user1 Rect and user2 Rect values) to one of the listed powerup values (see above).

Elevator

Set the xMin and xMax fields for desired horizontal movement boundaries (set zero values for no horizontal movement). Set the yMin and yMax fields for desired vertical movement boundaries (set zero values for no horizontal movement). Set SpeedX for horizontal movement speed (default is 125). Set SpeedY for vertical movement speed (default is 125). Position the elevator within the movement boundaries for the desired movement offset. Set the Direction field to override the starting movement direction (use the values on the keypad for directions—for example, 4 is left).  Default is moving down and right.

StartElevator

Default behavior is an elevator that only moves when Claw is on the elevator. All values and defaults are the same as the Elevator logic.

StopElevator

Default behavior is an elevator that only moves when Claw is not on the elevator. All values and defaults are the same as the Elevator logic.

OneWayStartElevator

Default behavior is an elevator that only moves when Claw is on on the elevator.  In addition, the elevator will only travel one direction, and then stop (i.e., it will only travel one-way). All values and defaults are the same as the Elevator logic.

TogglePeg

Default behavior is a peg platform that toggles on and off.  When the peg is “on” Claw can stand on it.  When the peg is “off” Claw can’t stand on it. The default behavior is a peg that is on for 1.5 seconds and then off for 1.5 seconds. Set the SpeedX value to change the time (in milliseconds) that a peg is “on” (default is 1500). Set the SpeedY value to change the time (in milliseconds) that a peg is “off” (default is 1500). Set the Speed value to change the initial offset time.  This is used to change when a peg toggles relative to other pegs.  For example, you can have one peg toggle “on” while another peg toggles “on”.  To make this easier, there are three other TogglePeg logics that are available:

TogglePeg2 has a 25% delay (i.e., 750 in the Speed value)

TogglePeg3 has a 50% delay (i.e., 1500 in the Speed value)

TogglePeg4 has a 75% delay (i.e., 2250 in the Speed value)

As a special case, you can set the value of “Smarts” to 1 and the toggle peg will NOT toggle.

FloorSpike

Default behavior is a floor spike that goes up and down.  When the spike is “up”, Claw can be damaged by it. The default behavior is a spike that is down for 1.5 seconds and then up for 1.5 seconds. Set the SpeedX value to change the time (in milliseconds) that a peg is “on” (default is 1500). Set the SpeedY value to change the time (in milliseconds) that a peg is “off” (default is 1500). Set the Speed value to change the initial offset time.  This is used to change when a spike moves relative to other pegs.  For example, you can have one spike move up while another spike moves down.  To make this easier, there are three other FloorSpike logics that are available:

FloorSpike2 has a 25% delay (i.e., 750 in the Speed value)

FloorSpike3 has a 50% delay (i.e., 1500 in the Speed value)

FloorSpike4 has a 75% delay (i.e., 2250 in the Speed value)

SawBlade

Works just like the FloorSpike logic (include SawBlade2, 3, and 4).

PathElevator

A path elevator will follow a “path” that consists of one or more directions and distances.  The available directions are the 8 compass directions (plus “pause”)—The directions are the numbers on the key pad (e.g., 6 is right, 8 is up, etc). A value of 5 means pause.  Distances are in pixels.  The speed of the elevator is set via the “Speed” field (default is 150 pixels per second). There are also default paths, which are specified by placing a value in the “Powerup” field. To specify a custom path, fill in the values in the “Rects” dialog.  Simply add the direction/distance pairs for each part of the path. For example, a path that follows a square moving clockwise would look like: 6 100    2 100    4 100    8 100

SoundTrigger

A sound trigger will play a specified sound when Claw “triggers” the object by entering it’s “hit rect”.  The trigger can be set to play only once, to respawn every time Claw dies, or to respawn a finite number of times after each Claw death. The sound is specified by entering the name of the sound (with prefix) in the “Ani” field. (e.g. “GAME_DANGER”) The default behavior it to respawn the trigger each time Claw dies.  To set a finite number of triggers, set the “Smarts” value to a value greater than zero. If you specify a value of –1 in the “Smarts” field, the sound will re-trigger every time Claw re-enter the trigger area (even if Claw hasn’t died). In addition, triggers can have different sized hit rects (a tall hit rect may be useful in areas where Claw could “miss” the hit rect, etc.)  The following logics are provided that function exactly like the “SoundTrigger” logic except that their hit rects are different:

BigSoundTrigger

SmallSoundTrigger

HugeSoundTrigger

TinySoundTrigger

TallSoundTrigger

WideSoundTrigger

If necessary, you can specify a secondary trigger rect in the “Attack Rect” field.  This can be used to make non-rectangular trigger areas.

ClawDialogSoundTrigger

A ClawDialogSoundTrigger behaves just like a SoundTrigger except that a special graphic will display above Claw’s head to give the illusion that Claw is the one talking while the sound is playing. The following additional ClawDialogSoundTriggers are available for use when different sized hit rects are needed:

ClawDialogBigSoundTrigger

ClawDialogSmallSoundTrigger

ClawDialogHugeSoundTrigger

ClawDialogTinySoundTrigger

ClawDialogTallSoundTrigger

ClawDialogWideSoundTrigger

ClawDialogSoundTrigger

A ClawDialogSoundTrigger behaves just like a SoundTrigger except that a special graphic will display above Claw's head to give the illusion that Claw is the one talking while the sound is playing. The following additional ClawDialogSoundTriggers are available for use when different sized hit rects are needed:

ClawDialogBigSoundTrigger

ClawDialogSmallSoundTrigger

ClawDialogHugeSoundTrigger

ClawDialogTinySoundTrigger

ClawDialogTallSoundTrigger

ClawDialogWideSoundTrigger

AmbientSound

An ambient sound loops the sound specified in the “Animation” field of the object. In general, you should probably stick all the ambient sound objects in the upper left corner of the world (so they are easy to find, since they don’t really use an image). To specify a specific rectangular area that the ambient sound should only play in, specify the world coordinates (left, top, right, and bottom) in the “HitRect” (under the “Rects” button) for the rectangular area.  As Claw enters the defined area, the ambient sound will fade in.  As Claw leaves the defined area, the ambient sound will fade out. If you don’t specify any values in the “HitRect” field, the ambient sound will play throughout the entire level (this is the default behavor). You can also specify the rectangular area by setting the xMin, yMin, xMax, yMax values. If you want the ambient sound to not play continously, you can set random time ranges for both the “on” and “off” duration.  You specify these (optional) values via the MoveRect field (under the “Rects” button).  The values are: min-time-on, max-time-on, min-time-off, and max-time-off.  The values are in milliseconds.

For example, if you wanted the ambient sound to play for 5-10 seconds and then be silent for 20-30 seconds, you would specify values of: 5000, 10000, 20000, 30000 in the MoveRect fields.  The looping sound will fade in and out as it cycles between “on” and “off”. Note that the random time range values are completely optional.

You can also override the volume for individual ambient sound objects.  Set the "Damage" value for the desired volume override.  For example, a volume of 50 means play the sound at 50% the volume it would normally play it.  A value greater than 100 will play the sound louder than normal IF the master volume is less than 100%.

TProjectile

-Main imageset is the coverup image/animation for the projectile that is intended to be released.

-xMins and yMins define the rectangle that Claw has to be in in order for the projectiles to start shooting.

-xSpeed and ySpeed set the course and speed of the projectiles, neg and pos are legal and determine the direction.  Pos x is to the right and Pos y is down, hence the art should be painted such that for horizontal projectiles the image is defaulted to facing right and for vertical projectiles the image is defaulted to pointing down.  This logic will mirror and invert the image as necessary depending on the values for xSpeed and ySpeed.

-Speed is the number of milliseconds between shootings.

-User1 defines which image in the level/images/projectiles directory is to be used as the projectile.

-Damage value should be set with this logic

Non-pace non-jump Human Enemy Flag

There is a flag that affects the human enemies.  It's under the user section - user1, if this value is greater than 0 then the human enemy in question will not pace and also will not jump off of narrow ledges at Claw.  This flag is good for putting human enemies in narrow places.

Custom Catnip Times

Catnip times can be customized by setting the "Smarts" field to the desired time.  (0 means use default). Times are in milliseconds (1000ms = 1second).  So 30000 = 30 seconds.

HermitCrab

HermitCrab

Rather fast little buggers that are hard to kill.

CrabNest

You can set the 1) Move Rect - triggers hatching of crabs (image size is default area), 2) User1 - number of crabs to hatch (3 default, 10 Max)

Enemy logics

Here are all the enemy logics available in Claw.  Many are only available on certain levels.  For more clarification on which levels each logic is available on, check the individual levels.

Officer

Soldier

Raux

Rat

PunkRat

RatBomb

GroundCannon

TowerCannonLeft

TowerCannonRight

PowderKeg

BouncingGoodie

CutThroat

RobberThief

Katherine

TownGuard1

TownGuard2

BearSailor

Wolvington

GooVent

Crate

FrontStackedCrates

BackStackedCrates

AniRope

Dynamite

BreakPlank

SinglePlank

Seagull

HermitCrab

TProjectile

GroundBlower

Laser

Powerup logics

These are most of the powerups that are available in Claw.  Most of these can be used on any level.

GoldPowerup

HealthPowerup

PowerupGlitter

EndOfLevelPowerup

SpecialPowerup

CratePowerup

FrontCrate

BehindCrate

CrateHit

CoinPowerup

TreasurePowerup

MagicPowerup

SuperPowerup

AmmoPowerup

GlitterlessPowerup

PointsIcon

CursePowerup

Elevator logics

These are most of the elevator logics for Claw.  Most of them are available on all levels.

StandardElevator

SlidingElevator

StartElevator

StopElevator

SpringBoard

Elevator

OneWayStartElevator

OneWayTriggerElevator

TriggerElevator

PathElevator

Stepping Stone logics

Stepping stones are the moving stones contained in goo.  The stepping stones are only available in some of the levels (usually levels that contain goo of some type).

SteppingStone

SteppingStone2

SteppingStone3

SteppingStone4

StartSteppingStone

OneTimeStartSteppingStone

Peg logics

Pegs are the floating objects that Claw can jump on.  Pegs are not available in every level, and some peg logics are only available in a few levels.

CrumblingPeg

CrumblingPegNoRespawn

TogglePeg

TogglePeg2

TogglePeg3

TogglePeg4

Misc logics

These are miscellaneous logics that can be useful.  Check the levels for more details.

AniCycle

DoNothing

BehindCandy

FrontCandy

BehindAniCandy

FrontAniCandy

GlitterMother

GlitterBaby

GooCoverup

GooBubble

HitBurst

Sound trigger logics

Some of these logics are explained in the above section of sound triggers.  Sound triggers can be used in any level.

SoundTrigger

BigSoundTrigger

SmallSoundTrigger

TinySoundTrigger

HugeSoundTrigger

TallSoundTrigger

WideSoundTrigger

ClawDialogSound

ClawDialogSoundTrigger

ClawDialogBigSoundTrigger

ClawDialogSmallSoundTrigger

ClawDialogTinySoundTrigger

ClawDialogHugeSoundTrigger

ClawDialogTallSoundTrigger

ClawDialogWideSoundTrigger


WapWorld

The editor used to create Claw levels.  WapWorld was written by Brian L. Goble, aka Scorpio.


claw.rez

The resource file that contains all the graphics, animations, sounds, logics and tiles necessary to create a Claw level.


tiles

The basis for creating the architecture of a Claw level. Tiles are the non-moving objects that make up the floors, walls, ladders, ceilings and steps that are contained in a level.


object mode

One of the two possible modes in WapWorld.  Object mode allows you to move/add/delete sprites, powerups, enemies and treasure to a world.


tile mode

One of two editing modes in WapWorld.  Tile mode allows you to edit/move/add/delete tiles in a Claw level.


objects

Objects consist of anything that moves in Claw--things like enemies, treasure, sprites, powerups, sounds--basically anything that is not part of the architecture of the level.