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Ring Documentation, Release 1.10
font = al_load_ttf_font("font/pirulen.ttf",54,0 )
bitmap = al_load_bitmap("image/ballon.png")
func destroyResources
al_destroy_bitmap(bitmap)
al_destroy_font(font)
func Player1Win oGame
showMsg(oGame,80,430,"Good job X you won!")
func Player2Win oGame
showMsg(oGame,80,430,"Good job O you won!")
func NoOneWin oGame
showMsg(oGame,150,430,"Oh no it's a tie!")
func ShowMsg oGame,x,y,cMsg
oGame {
drawScene()
al_flip_display()
al_rest(0.3)
newdisplay = al_create_display(SCREEN_W,SCREEN_H)
al_set_window_title(newdisplay,TITLE)
al_clear_to_color(al_map_rgb(255,255,255))
al_draw_bitmap(this.bitmap,200,50,1)
al_draw_text(this.font,
al_map_rgb(0,0,255), x,y,
ALLEGRO_ALIGN_LEFT,cMsg)
al_flip_display()
al_rest(2)
al_destroy_display(newdisplay)
al_set_target_backbuffer(display)
}
class GameCube
bitmap bitmap2 bitmap3
textureX textureO textureN
xrot = 0.0
yrot = 0.0
zrot = 0.0
func loadresources
bitmap = al_load_bitmap("image/o.png")
textureO = al_get_opengl_texture(bitmap)
bitmap2 = al_load_bitmap("image/x.png")
textureX = al_get_opengl_texture(bitmap2)
bitmap3 = al_load_bitmap("image/empty.png")
textureN = al_get_opengl_texture(bitmap3)
func destroyResources
al_destroy_bitmap(bitmap)
al_destroy_bitmap(bitmap2)
al_destroy_bitmap(bitmap3)
func cube(x,y,z,nTexture)
glLoadIdentity()
63.3. TicTacToe 3D Game 668
Ring Documentation, Release 1.10
glTranslatef(x,y,z)
glRotatef(xrot,1.0,0.0,0.0)
glRotatef(yrot,0.0,1.0,0.0)
glRotatef(zrot,0.0,0.0,1.0)
setCubeTexture(nTexture)
drawCube()
func setCubeTexture cTexture
switch cTexture
on :x
glBindTexture(GL_TEXTURE_2D, textureX)
on :o
glBindTexture(GL_TEXTURE_2D, textureO)
on :n
glBindTexture(GL_TEXTURE_2D, textureN)
off
func Rotate
xrot += 0.3 * 5
yrot += 0.2 * 5
zrot += 0.4 * 5
func drawcube
glBegin(GL_QUADS)
// Front Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
// Back Face
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
// Top Face
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
// Bottom Face
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
// Right face
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
// Left Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glEnd()
63.3. TicTacToe 3D Game 669
Ring Documentation, Release 1.10
class GameBackground
nBackX = 0
nBackY = 0
nBackDiffx = -1
nBackDiffy = -1
nBackMotion = 1
aBackMotionList = [
[ -1, -1 ] , # Down - Right
[ 0 , 1 ] , # Up
[ -1, -1 ] , # Down - Right
[ 0 , 1 ] , # Up
[ 1 , -1 ] , # Down - Left
[ 0 , 1 ] , # Up
[ 1 , -1 ] , # Down - Left
[ 0 , 1 ] # Up
]
bitmap
func Update
draw()
motion()
func draw
al_draw_bitmap(bitmap,nBackX,nBackY,1)
func motion
nBackX += nBackDiffx
nBackY += nBackDiffy
if (nBackY = -350) or (nBackY = 0)
nBackMotion++
if nBackMotion > len(aBackMotionList)
nBackMotion = 1
ok
nBackDiffx = aBackMotionList[nBackMotion][1]
nBackDiffy = aBackMotionList[nBackMotion][2]
ok
func loadResources
bitmap = al_load_bitmap("image/back.jpg")
func destroyResources
al_destroy_bitmap(bitmap)
class GameSound
sample sampleid
func loadresources
sample = al_load_sample( "sound/music1.wav" )
sampleid = al_new_allegro_sample_id()
al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid)
func destroyResources
al_destroy_allegro_sample_id(sampleid)
al_destroy_sample(sample)
63.3. TicTacToe 3D Game 670
Ring Documentation, Release 1.10
class GraphicsAppBase
display event_queue ev timeout
timer
redraw = true
FPS = 60
SCREEN_W = 1024
SCREEN_H = 700
KEY_UP = 1
KEY_DOWN = 2
KEY_LEFT = 3
KEY_RIGHT = 4
Key = [false,false,false,false]
Mouse_X = 0
Mouse_Y = 0
TITLE = "Graphics Application"
PRINT_MOUSE_XY = False
func start
SetUp()
loadResources()
eventsLoop()
destroy()
func setup
al_init()
al_init_font_addon()
al_init_ttf_addon()
al_init_image_addon()
al_install_audio()
al_init_acodec_addon()
al_reserve_samples(1)
al_set_new_display_flags(ALLEGRO_OPENGL)
display = al_create_display(SCREEN_W,SCREEN_H)
al_set_window_title(display,TITLE)
al_clear_to_color(al_map_rgb(0,0,0))
event_queue = al_create_event_queue()
al_register_event_source(event_queue,
al_get_display_event_source(display))
ev = al_new_allegro_event()
timeout = al_new_allegro_timeout()
al_init_timeout(timeout, 0.06)
timer = al_create_timer(1.0 / FPS)
al_register_event_source(event_queue,
al_get_timer_event_source(timer))
al_start_timer(timer)
al_install_mouse()
al_register_event_source(event_queue,
al_get_mouse_event_source())
al_install_keyboard()
al_register_event_source(event_queue,
al_get_keyboard_event_source())
func eventsLoop
while true
al_init_timeout(timeout, 0.06)
al_wait_for_event_until(event_queue, ev, timeout)
63.3. TicTacToe 3D Game 671
Ring Documentation, Release 1.10
switch al_get_allegro_event_type(ev)
on ALLEGRO_EVENT_DISPLAY_CLOSE
CloseEvent()
on ALLEGRO_EVENT_TIMER
redraw = true
on ALLEGRO_EVENT_MOUSE_AXES
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
if PRINT_MOUSE_XY
see "x = " + mouse_x + nl
see "y = " + mouse_y + nl
ok
on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_BUTTON_UP
MouseClickEvent()
on ALLEGRO_EVENT_KEY_DOWN
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = true
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = true
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = true
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = true
off
on ALLEGRO_EVENT_KEY_UP
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = false
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = false
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = false
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = false
on ALLEGRO_KEY_ESCAPE
exit
off
off
if redraw and al_is_event_queue_empty(event_queue)
redraw = false
drawScene()
al_flip_display()
ok
callgc()
end
func destroy
destroyResources()
al_destroy_timer(timer)
al_destroy_allegro_event(ev)
al_destroy_allegro_timeout(timeout)
al_destroy_event_queue(event_queue)
al_destroy_display(display)
al_exit()
63.3. TicTacToe 3D Game 672
Ring Documentation, Release 1.10
func loadresources
func drawScene
func destroyResources
func MouseClickEvent
exit # Exit from the Events Loop
func CloseEvent
exit # Exit from the Events Loop
Screen Shot:
63.4 More 3D Samples
You will find the samples in ring/samples/3D folder
The next screen shot for the Top-Down view - Many levels of cubes sample
63.4. More 3D Samples 673
Ring Documentation, Release 1.10
The next screen shot for the Camera Sample
The next screen shot for the Camera and background sample
Developer : Azzeddine Remmal
63.4. More 3D Samples 674
Ring Documentation, Release 1.10
63.4. More 3D Samples 675
CHAPTER
SIXTYFOUR
THE GOLD MAGIC 800 GAME
In this chapter we will learn about the Gold Magic 800 Game
The game is developed using Ring, RingAllegro and RingOpenGL
Steam Page (44 Levels) : https://store.steampowered.com/app/939200/Gold_Magic_800/
Ring comes with a Demo Version (21 Levels Only)
You will find the game in ring/applications/goldmagic800 folder
64.1 The Game Story
Your friend discovered a unique and special box, created by the best wizard in the world 7000 years ago, when you
close this box and move it; you will find a new gold under the box, it’s an infinite source of gold. The Box exists in
a special environment full of puzzles, no one can enter this environment because it’s protected by the magic. Your
friend created a new robot using nanotechnology that can move the box using a remote control device. Your mission
is to solve all of these puzzles and get this box forever to be the richest people in the world.
64.2 How to play?
The Gold Magic 800 is a puzzle game that will teach your unconscious mind to think like an entrepreneur.
The game is based on moving your box around to get gold score (=800) to open the First Door (Box Number 1) Then
directly put your box on the Door (this will open the next door), Then continue to put your box on all of the next doors
in the level, You need the score (800) only for the first door, The next doors doesn’t require this condition, but your
way of gold will be converted to a wall once you put the Box on any door, so select your path carefully.
64.3 What will you learn?
1- Plan First
2- Move to your target directly then go to get the required resources
3- Look to the future when you evaluate the different solutions
4- Try to avoid mistakes, Also learn from them
5- Respect the Cost (800)
6- Focus and be careful
7- Be patient and Enjoy!
676
Ring Documentation, Release 1.10
64.4 Screen Shots
We can select the level
The next screen shot for level (1)
The Gold Magic 800 Level Editor
64.4. Screen Shots 677

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Mais de Mahmoud Samir Fayed

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Mais de Mahmoud Samir Fayed (20)

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Ring 3D Puzzle Game Documentation

  • 1. Ring Documentation, Release 1.10 font = al_load_ttf_font("font/pirulen.ttf",54,0 ) bitmap = al_load_bitmap("image/ballon.png") func destroyResources al_destroy_bitmap(bitmap) al_destroy_font(font) func Player1Win oGame showMsg(oGame,80,430,"Good job X you won!") func Player2Win oGame showMsg(oGame,80,430,"Good job O you won!") func NoOneWin oGame showMsg(oGame,150,430,"Oh no it's a tie!") func ShowMsg oGame,x,y,cMsg oGame { drawScene() al_flip_display() al_rest(0.3) newdisplay = al_create_display(SCREEN_W,SCREEN_H) al_set_window_title(newdisplay,TITLE) al_clear_to_color(al_map_rgb(255,255,255)) al_draw_bitmap(this.bitmap,200,50,1) al_draw_text(this.font, al_map_rgb(0,0,255), x,y, ALLEGRO_ALIGN_LEFT,cMsg) al_flip_display() al_rest(2) al_destroy_display(newdisplay) al_set_target_backbuffer(display) } class GameCube bitmap bitmap2 bitmap3 textureX textureO textureN xrot = 0.0 yrot = 0.0 zrot = 0.0 func loadresources bitmap = al_load_bitmap("image/o.png") textureO = al_get_opengl_texture(bitmap) bitmap2 = al_load_bitmap("image/x.png") textureX = al_get_opengl_texture(bitmap2) bitmap3 = al_load_bitmap("image/empty.png") textureN = al_get_opengl_texture(bitmap3) func destroyResources al_destroy_bitmap(bitmap) al_destroy_bitmap(bitmap2) al_destroy_bitmap(bitmap3) func cube(x,y,z,nTexture) glLoadIdentity() 63.3. TicTacToe 3D Game 668
  • 2. Ring Documentation, Release 1.10 glTranslatef(x,y,z) glRotatef(xrot,1.0,0.0,0.0) glRotatef(yrot,0.0,1.0,0.0) glRotatef(zrot,0.0,0.0,1.0) setCubeTexture(nTexture) drawCube() func setCubeTexture cTexture switch cTexture on :x glBindTexture(GL_TEXTURE_2D, textureX) on :o glBindTexture(GL_TEXTURE_2D, textureO) on :n glBindTexture(GL_TEXTURE_2D, textureN) off func Rotate xrot += 0.3 * 5 yrot += 0.2 * 5 zrot += 0.4 * 5 func drawcube glBegin(GL_QUADS) // Front Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) // Back Face glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) // Top Face glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) // Bottom Face glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) // Right face glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) // Left Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glEnd() 63.3. TicTacToe 3D Game 669
  • 3. Ring Documentation, Release 1.10 class GameBackground nBackX = 0 nBackY = 0 nBackDiffx = -1 nBackDiffy = -1 nBackMotion = 1 aBackMotionList = [ [ -1, -1 ] , # Down - Right [ 0 , 1 ] , # Up [ -1, -1 ] , # Down - Right [ 0 , 1 ] , # Up [ 1 , -1 ] , # Down - Left [ 0 , 1 ] , # Up [ 1 , -1 ] , # Down - Left [ 0 , 1 ] # Up ] bitmap func Update draw() motion() func draw al_draw_bitmap(bitmap,nBackX,nBackY,1) func motion nBackX += nBackDiffx nBackY += nBackDiffy if (nBackY = -350) or (nBackY = 0) nBackMotion++ if nBackMotion > len(aBackMotionList) nBackMotion = 1 ok nBackDiffx = aBackMotionList[nBackMotion][1] nBackDiffy = aBackMotionList[nBackMotion][2] ok func loadResources bitmap = al_load_bitmap("image/back.jpg") func destroyResources al_destroy_bitmap(bitmap) class GameSound sample sampleid func loadresources sample = al_load_sample( "sound/music1.wav" ) sampleid = al_new_allegro_sample_id() al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid) func destroyResources al_destroy_allegro_sample_id(sampleid) al_destroy_sample(sample) 63.3. TicTacToe 3D Game 670
  • 4. Ring Documentation, Release 1.10 class GraphicsAppBase display event_queue ev timeout timer redraw = true FPS = 60 SCREEN_W = 1024 SCREEN_H = 700 KEY_UP = 1 KEY_DOWN = 2 KEY_LEFT = 3 KEY_RIGHT = 4 Key = [false,false,false,false] Mouse_X = 0 Mouse_Y = 0 TITLE = "Graphics Application" PRINT_MOUSE_XY = False func start SetUp() loadResources() eventsLoop() destroy() func setup al_init() al_init_font_addon() al_init_ttf_addon() al_init_image_addon() al_install_audio() al_init_acodec_addon() al_reserve_samples(1) al_set_new_display_flags(ALLEGRO_OPENGL) display = al_create_display(SCREEN_W,SCREEN_H) al_set_window_title(display,TITLE) al_clear_to_color(al_map_rgb(0,0,0)) event_queue = al_create_event_queue() al_register_event_source(event_queue, al_get_display_event_source(display)) ev = al_new_allegro_event() timeout = al_new_allegro_timeout() al_init_timeout(timeout, 0.06) timer = al_create_timer(1.0 / FPS) al_register_event_source(event_queue, al_get_timer_event_source(timer)) al_start_timer(timer) al_install_mouse() al_register_event_source(event_queue, al_get_mouse_event_source()) al_install_keyboard() al_register_event_source(event_queue, al_get_keyboard_event_source()) func eventsLoop while true al_init_timeout(timeout, 0.06) al_wait_for_event_until(event_queue, ev, timeout) 63.3. TicTacToe 3D Game 671
  • 5. Ring Documentation, Release 1.10 switch al_get_allegro_event_type(ev) on ALLEGRO_EVENT_DISPLAY_CLOSE CloseEvent() on ALLEGRO_EVENT_TIMER redraw = true on ALLEGRO_EVENT_MOUSE_AXES mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) if PRINT_MOUSE_XY see "x = " + mouse_x + nl see "y = " + mouse_y + nl ok on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_BUTTON_UP MouseClickEvent() on ALLEGRO_EVENT_KEY_DOWN switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = true on ALLEGRO_KEY_DOWN key[KEY_DOWN] = true on ALLEGRO_KEY_LEFT key[KEY_LEFT] = true on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = true off on ALLEGRO_EVENT_KEY_UP switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = false on ALLEGRO_KEY_DOWN key[KEY_DOWN] = false on ALLEGRO_KEY_LEFT key[KEY_LEFT] = false on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = false on ALLEGRO_KEY_ESCAPE exit off off if redraw and al_is_event_queue_empty(event_queue) redraw = false drawScene() al_flip_display() ok callgc() end func destroy destroyResources() al_destroy_timer(timer) al_destroy_allegro_event(ev) al_destroy_allegro_timeout(timeout) al_destroy_event_queue(event_queue) al_destroy_display(display) al_exit() 63.3. TicTacToe 3D Game 672
  • 6. Ring Documentation, Release 1.10 func loadresources func drawScene func destroyResources func MouseClickEvent exit # Exit from the Events Loop func CloseEvent exit # Exit from the Events Loop Screen Shot: 63.4 More 3D Samples You will find the samples in ring/samples/3D folder The next screen shot for the Top-Down view - Many levels of cubes sample 63.4. More 3D Samples 673
  • 7. Ring Documentation, Release 1.10 The next screen shot for the Camera Sample The next screen shot for the Camera and background sample Developer : Azzeddine Remmal 63.4. More 3D Samples 674
  • 8. Ring Documentation, Release 1.10 63.4. More 3D Samples 675
  • 9. CHAPTER SIXTYFOUR THE GOLD MAGIC 800 GAME In this chapter we will learn about the Gold Magic 800 Game The game is developed using Ring, RingAllegro and RingOpenGL Steam Page (44 Levels) : https://store.steampowered.com/app/939200/Gold_Magic_800/ Ring comes with a Demo Version (21 Levels Only) You will find the game in ring/applications/goldmagic800 folder 64.1 The Game Story Your friend discovered a unique and special box, created by the best wizard in the world 7000 years ago, when you close this box and move it; you will find a new gold under the box, it’s an infinite source of gold. The Box exists in a special environment full of puzzles, no one can enter this environment because it’s protected by the magic. Your friend created a new robot using nanotechnology that can move the box using a remote control device. Your mission is to solve all of these puzzles and get this box forever to be the richest people in the world. 64.2 How to play? The Gold Magic 800 is a puzzle game that will teach your unconscious mind to think like an entrepreneur. The game is based on moving your box around to get gold score (=800) to open the First Door (Box Number 1) Then directly put your box on the Door (this will open the next door), Then continue to put your box on all of the next doors in the level, You need the score (800) only for the first door, The next doors doesn’t require this condition, but your way of gold will be converted to a wall once you put the Box on any door, so select your path carefully. 64.3 What will you learn? 1- Plan First 2- Move to your target directly then go to get the required resources 3- Look to the future when you evaluate the different solutions 4- Try to avoid mistakes, Also learn from them 5- Respect the Cost (800) 6- Focus and be careful 7- Be patient and Enjoy! 676
  • 10. Ring Documentation, Release 1.10 64.4 Screen Shots We can select the level The next screen shot for level (1) The Gold Magic 800 Level Editor 64.4. Screen Shots 677