function LevelSave(filename$) file = OpenToWrite(filename$,0) Writeline(file,"Level Ball Labyrinth") WriteInteger ( file, Level.color ) WriteInteger ( file, Level.style ) //Hole x,y WriteInteger ( file, Level.holes ) for i=1 to Level.holes WriteFloat(file,getspritexbyoffset(Level_Hole[i].spr)) WriteFloat(file,getspriteybyoffset(Level_Hole[i].spr)) next //Start x,y WriteFloat(file,getspritexbyoffset(Level.Start.spr)) WriteFloat(file,getspriteybyoffset(Level.Start.spr)) //Ende x,y WriteFloat(file,getspritexbyoffset(Level.Goal.spr)) WriteFloat(file,getspriteybyoffset(Level.Goal.spr)) //Block x,y,a WriteInteger ( file, Level.blocks ) for i=1 to Level.blocks WriteFloat(file,getspritexbyoffset(Level_Block[i].spr)) WriteFloat(file,getspriteybyoffset(Level_Block[i].spr)) WriteFloat(file,getspriteangle(Level_Block[i].spr)) next //Pin x,y,a WriteInteger ( file, Level.pins ) for i=1 to Level.pins WriteFloat(file,getspritexbyoffset(Level_Pin[i].spr)) WriteFloat(file,getspriteybyoffset(Level_Pin[i].spr)) WriteFloat(file,getspriteangle(Level_Pin[i].spr)) next //Wall x,y,a WriteInteger ( file, Level.walls ) for i=1 to Level.walls WriteFloat(file,getspritexbyoffset(Level_Wall[i].spr)) WriteFloat(file,getspriteybyoffset(Level_Wall[i].spr)) WriteFloat(file,getspriteangle(Level_Wall[i].spr)) next //Way x,y,a WriteInteger ( file, Level.waypoints ) for i=1 to Level.waypoints WriteFloat(file,getspritexbyoffset(Level_WayPoint[i].spr)) WriteFloat(file,getspriteybyoffset(Level_WayPoint[i].spr)) WriteFloat(file,getspriteangle(Level_WayPoint[i].spr)) next CloseFile ( file ) endfunction