+public class Attribute {
+ /// <summary>solid tile that is indestructible by Tux</summary>
+ public const int SOLID = 0x0001;
+ /// <summary>uni-directional solid tile</summary>
+ public const int UNISOLID = 0x0002;
+ /// <summary>a brick that can be destroyed by jumping under it</summary>
+ public const int BRICK = 0x0004;
+ /// <summary>the level should be finished when touching a goaltile.</summary>
+ /// <remarks>
+ /// if <see cref="Data">data</see> is 0 then the endsequence should be
+ /// triggered, if <see cref="Data">data</see> is 1 then we can finish
+ /// the level instantly.
+ /// </remarks>
+ public const int GOAL = 0x0008;
+ /// <summary>slope tile</summary>
+ public const int SLOPE = 0x0010;
+ /// <summary>Bonusbox, content is stored in <see cref="Data">data</see></summary>
+ public const int FULLBOX = 0x0020;
+ /// <summary>Tile is a coin</summary>
+ public const int COIN = 0x0040;
+ /// <summary>an ice brick that makes tux sliding more than usual</summary>
+ public const int ICE = 0x0100;
+ /// <summary>a water tile in which tux starts to swim</summary>
+ public const int WATER = 0x0200;
+ /// <summary>a tile that hurts the player if he touches it</summary>
+ public const int HURTS = 0x0400;
+ /// <summary>for lava: WATER, HURTS, FIRE</summary>
+ public const int FIRE = 0x0800;
+
+
+ // TODO: Find out why are worldmap tile attributes stored in data(s)
+ // worldmap flags
+ public const int WORLDMAP_NORTH = 0x0001;
+ public const int WORLDMAP_SOUTH = 0x0002;
+ public const int WORLDMAP_EAST = 0x0004;
+ public const int WORLDMAP_WEST = 0x0008;
+
+ public const int WORLDMAP_STOP = 0x0010;
+}
+