Well, an editor *could* be made, but it's a whole new project. The levels are currently descriptions like this:
Code: Select all
/* Level descriptions. */
const uint8_t LevelDrawings[] PROGMEM={
/* Level 0 */
1, 2, 3, 0,
/* End of level drawings */
0
};
const level_item_t LevelComponents[] PROGMEM={
/* Component block 1 */
LEVEL_COMPONENT_PLAYER_START(15,8),
LEVEL_COMPONENT_OPPONENT_START(11,5),
LEVEL_COMPONENT_OPPONENT_START(20,5),
LEVEL_COMPONENT_OPPONENT_START(8,12),
LEVEL_COMPONENT_OPPONENT_START(11,20),
LEVEL_COMPONENT_OPPONENT_START(15,20),
LEVEL_COMPONENT_OPPONENT_START(12,20),
LEVEL_COMPONENT_ATTACK_WAVE(
LEVEL_ITEM_ATTACK_WAVE_EGGHEAD,
LEVEL_ITEM_ATTACK_WAVE_SAUSAGEMAN,
LEVEL_ITEM_ATTACK_WAVE_EGGHEAD,
LEVEL_ITEM_ATTACK_WAVE_MRMUSTARD,
LEVEL_ITEM_ATTACK_WAVE_EGGHEAD,
LEVEL_ITEM_ATTACK_WAVE_SAUSAGEMAN,
LEVEL_ITEM_ATTACK_WAVE_SAUSAGEMAN,
LEVEL_ITEM_ATTACK_WAVE_MRMUSTARD
),
LEVEL_COMPONENT_OPTIONS(
LEVEL_ITEM_OPTION_STOMP_TWICE|
LEVEL_ITEM_OPTION_OPPONENT_TRIO|
LEVEL_ITEM_OPTION_ATTACK_WAVE_MEDIUM|
LEVEL_ITEM_OPTION_BONUS_SLOW
),
LEVEL_COMPONENT_FLOOR( 0,20,30,LEVEL_ITEM_FLOOR_CAP_LEFT),
LEVEL_COMPONENT_FLOOR( 0,16,30,LEVEL_ITEM_FLOOR_CAP_BOTH),
LEVEL_COMPONENT_FLOOR( 0,12,30,LEVEL_ITEM_FLOOR_CAP_RIGHT),
LEVEL_COMPONENT_FLOOR( 0, 7, 9,LEVEL_ITEM_FLOOR_CAP_BOTH),
LEVEL_COMPONENT_FLOOR( 7, 8,23,LEVEL_ITEM_FLOOR_CAP_BOTH),
LEVEL_COMPONENT_FLOOR( 0, 3, 9,LEVEL_ITEM_FLOOR_CAP_BOTH),
LEVEL_COMPONENT_FLOOR(21, 4, 9,LEVEL_ITEM_FLOOR_CAP_BOTH),
LEVEL_COMPONENT_FLOOR( 7, 5,12,LEVEL_ITEM_FLOOR_CAP_BOTH),
LEVEL_COMPONENT_FLOOR(19, 5, 4,LEVEL_ITEM_FLOOR_CAP_BOTH),
LEVEL_COMPONENT_END,
/* Component block 2 */
LEVEL_COMPONENT_LADDER( 0, 3, 4,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER( 0, 7, 5,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER( 0,12, 4,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER( 0,16, 4,0),
LEVEL_COMPONENT_LADDER( 7, 3, 2,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER( 7, 5, 2,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER( 7, 7, 1,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER( 7, 8, 4,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER( 7,12, 4,0),
LEVEL_COMPONENT_LADDER( 7,20, 8,LEVEL_ITEM_LADDER_CONTINUED|LEVEL_ITEM_LADDER_UPONLY),
LEVEL_COMPONENT_LADDER(14, 8, 4,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER(14,12, 4,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER(14,16, 4,0),
LEVEL_COMPONENT_LADDER(21,20, 8,LEVEL_ITEM_LADDER_CONTINUED|LEVEL_ITEM_LADDER_UPONLY),
LEVEL_COMPONENT_LADDER(21, 5, 3,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER(21, 8, 4,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER(21,12, 4,0),
LEVEL_COMPONENT_LADDER(28, 4, 4,0),
LEVEL_COMPONENT_LADDER(28,12, 4,LEVEL_ITEM_LADDER_CONTINUED),
LEVEL_COMPONENT_LADDER(28,16, 4,0),
LEVEL_COMPONENT_END,
/* Component block 3 */
LEVEL_COMPONENT_SIGN(9,0),
LEVEL_COMPONENT_PLATE(2,27),
LEVEL_COMPONENT_BURGER(BUNBOTTOM,2,19),
LEVEL_COMPONENT_BURGER(CHEESESALAD,2,15),
LEVEL_COMPONENT_BURGER(PATTY,2,11),
LEVEL_COMPONENT_BURGER(TOMATO,2,6),
LEVEL_COMPONENT_BURGER(BUNTOP,2,2),
LEVEL_COMPONENT_PLATE(9,27),
LEVEL_COMPONENT_BURGER(BUNBOTTOM,9,19),
LEVEL_COMPONENT_BURGER(CHEESESALAD,9,15),
LEVEL_COMPONENT_BURGER(PATTY,9,11),
LEVEL_COMPONENT_BURGER(BUNTOP,9,7),
LEVEL_COMPONENT_PLATE(16,27),
LEVEL_COMPONENT_BURGER(BUNBOTTOM,16,19),
LEVEL_COMPONENT_BURGER(PATTY,16,15),
LEVEL_COMPONENT_BURGER(TOMATO,16,11),
LEVEL_COMPONENT_BURGER(BUNTOP,16,7),
LEVEL_COMPONENT_PLATE(23,27),
LEVEL_COMPONENT_BURGER(BUNBOTTOM,23,19),
LEVEL_COMPONENT_BURGER(PLACEHOLDER,23,15),
LEVEL_COMPONENT_BURGER(PATTY,23,11),
LEVEL_COMPONENT_BURGER(PLACEHOLDER,23,7),
LEVEL_COMPONENT_BURGER(BUNTOP,23,3),
LEVEL_COMPONENT_SCORE(0,0),
LEVEL_COMPONENT_BONUS(23,0),
LEVEL_COMPONENT_LIVES(0,27),
LEVEL_COMPONENT_END,
};
So the levels are made of large building blocks numbered from 1 to 255, with each building block having descriptions where the platforms and ladders should start and which length they are, along with the start positions for the burgers, the enemies and the cook and some settings, like the attack waves and the position of score, bonus and lives markers.
I know this isn't an editor, but I think it's pretty easy to design levels with those parts.