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A level's Extensible Markup Language (more commonly known as LevelXML, XML or Level Data) makes it possible to copy codes and paste them in Level Editor. Every object has his own complex structure of code. All codes usually start and end with "<levelXML>", the data will not work without it. The tools in the Level Editor have there own codes when the tool is used, such as "<shapes>(Shapes), <specials> (Special Items), "<joints> (Pin Joint), and "</triggers> (Trigger Tool). Although, text does not have a similar code look like the others, the text's code reads "<![CDATA[HERE'S SOME TEXT]]>" when it's inserted. The only things that don't have there own codes are Characters (Not NPC's), and toggle options. Level editors usually share their level data on pastebin.com for anyone who needs to make a new level.

Screen Shot 2013-03-16 at 9.28.12 AM

The import level data box.

Here's an example of data for a black, fixed rectangle shape:

<shapes>

    <sh t="0" p0="450" p1="5489" p2="900" p3="200" p4="0" p5="t" p6="f" p7="1" p8="0" p9="-1" p10="100" p11="1"/>

Data Explanations

Level Options/Main Character Settings

  • (info v) is the version of Happy Wheels the level was made in.
  • (x) is the x-coordinate of the main character.
  • (y) is the y-coordinate of the main character.
  • (c) determines what the main character will be.
  • (f) determines if the main character is forced (t = true, f = false).
  • (h) determines if the vehicle the character rides is hidden (t = true, f = false).
  • (bg) is the level backdrop.
  • (bgc) is the background color (The value is RGB decimal).
  • (e) is currently unknown.

All Items

  • (p0) is the x coordinates of the object.
  • (p1) is the y coordinates of the object.

Items with the Following Toggles/Options

  • (p2) is the width of the object. (For polygons, it's always 0.)
  • (p3) is the height of the object. (For polygons, it's always 0.)
  • (p5) will determine if the item is fixed (t = true and f = false).
  • (p6) determines if the item is sleeping (t = true and f = false).

Shapes, Polygons, and Text

  • (p8) is the color of the shape or text. (-1 meaning there is no color)
  • (p10) is the opacity of the shape or text (0-100). 100 is the default.

Shapes and Polygons

  • (sh t) determines the type of shape. (Rectangle = 0, Circle = 1, Triangle = 2, Polygon = 3)
  • (p2) is the width of the object. (For polygons, it's always 0.
  • (p3) is the height of the object. (For polygons, it's always 0.)
  • (p4) is the rotation of the shape.
  • (p5) will determine if the item is fixed (t = true and f = false).
  • (p6) determines if the item is sleeping (t = true and f = false).
  • (p7) is the density of the shape.
  • (p9) is the outline color of the shape. (-1 meaning there is no outline color).
  • (p11) is the collision type (1-6).

Polygons

  • (v f) determines if all of the vertices of the polygon connect. (t = true and f = false).
  • (id) determines if the polygon was made first, second, third, and so on. Deleted polygons are still affected (0 = 1st).
  • (n) is the amount of vertices that the polygon has.
  • (v#="x.y") is the distance from that specific vertex to the center of the polygon. The x and y determine how far the vertex is away from the center. The "x" determines the horizontal distance, while the "y" determines the vertical distance.
  • (i="f") determines that the polygon is uninteractive. This will not show for polygons that are already interactive.

Art Shapes

To be added

Joints

  • (j t) will determine the type of joint. (0 = pin joint and 1 = sliding joint)
  • (x) is the x coordinates of the joint.
  • (y) is the y coordinates of the joint.
  • (b1) is the first object that's connected to the joint (1 or 0)
  • (b2) is the second object that's connected to the joint (0 means there is a second object connected and -1 means that there is no second object connected)
  • (l) determines if the joint has "limit rotation" enabled.
    • (ua) is the upper angle.
    • (la) is the lower angle.
  • (m) will determine if the motor is enabled. (t = true, f = false)
    • (tq) is the motor torque.
    • (sp) is the motor speed.
  • (c) determines if "collide connected" is enabled. (t = true, f = false)

Special Items

  • (sp t) determines the type of special item.

Hazards

Arrow Gun, Harpoon Gun, Landmine, and Spike Set
  • (p2) is the rotation of the item.
Arrow Gun
  • (p3) determines if the gun is fixed.
  • (p4) is the rate of fire.
  • (p5) determines if arrow gun can only target non-player characters. (t = true, f = false)
Harpoon Gun
  • (p3) determines if the harpoon has an anchor. (t = true, f= false)
Homing Mine
  • (p2) is the speed setting.
  • (p3) is the delay setting.

Wrecking Ball

  • (p2) is the rope length.

Movement Items

Cannon, Boost, Fan, Jet, Spring Platform, and Paddle Platform
  • (p2) determines the rotation of the item.
Cannon
  • (p3) is the starting rotation.
  • (p4) is the firing rotation.
  • (p5) is the cannon type.
  • (p6) determines the delay before firing or starting to rotate to the firing rotation.
  • (p7) is the muzzle scale.
  • (p8) determines how much power the cannon will use to fire.
Boost
  • (p3) is the amount of panels the boost will have.
Jet
  • (p3) determines if the jet is sleeping. (t = true, f = false)
  • (p4) is the size/power of the jet.
  • (p5) is the firing time.
  • (p6) is the acceleration time.
  • (p7) determines if "fixed angle" is enabled.
Spring Platform and Paddle Platform
  • (p3) is the delay before the platform reacts after collision.
Paddle Platform
  • (p4) determines if "reverse" is checked.
  • (p5) is the max angle setting.
  • (p6) is the speed setting.

Non-Player Characters

  • (p2) is the rotation of the character
  • (p3) is the character type
  • (p4) determines if the character is sleeping. (t = true, f = false)
  • (p5) determines if "reversed" is checked. (t = true, f = false)
  • (p6) determines if the character will hold its pose. (t = true, f = false)
  • (p7) determines if the character is interactive.  (t = true, f = false)
  • (p8) is the neck angle.
  • (p9) is arm 1's angle.
  • (p10) is arm 2's angle.
  • (p11) is elbow 1's angle.
  • (p12) is elbow 2's angle.
  • (p13) is leg 1's angle.
  • (p14) is leg 2's angle.
  • (p15) is knee 1's angle.
  • (p16) is knee 2's angle.
  • (p17) determines if the character will release any joints when it dies. (t = true, f = false)

Buildings

  • (p2) is the floor width
  • (p3) is the amount of floors

Miscelleneous

Blade Weapon
  • (p2) is the rotation of the item.
  • (p3) determines if it is reversed (t = true, f = false).
  • (p4) determines if it is sleeping (t = true, f = false).
  • (p5) determines if it is interactive (t = true, f = false).
  • (p6) determines the blade weapon type.
Food Item
  • (p2) is the rotation of the item.
  • (p3) determines if it is sleeping (t = true, f = false).
  • (p4) determines if it is interactive (t = true, f = false).
  • (p5) determines the food type.
Chain
  • (p2) is the rotation of the item.
  • (p3) determines if it is sleeping (t = true, f = false).
  • (p4) determines if it is interactive (t = true, f = false).
  • (p5) is the link count of the chain.
  • (p6) is the link scale.
  • (p7) is the chain curve.
Glass Panel
  • (p2) is the width of the item.
  • (p3) is the height of the item.
  • (p4) is the rotation of the item.
  • (p5) determines whether the item is sleeping (t = true, f = false).
  • (p6) determines how strong the glass panel is. (1-10)
  • (p7) determines if broken glass can stab characters with enough force (t = true, f = false).
Meteor
  • (p2) is the width of the item.
  • (p3) is the height of the item.
  • (p4) determines if it is fixed (t = true, f = false).
  • (p5) determines if it is sleeping (t = true, f = false).
Dinner Table
  • (p2) is the rotation of the item.
  • (p3) determines if it is sleeping (t = true, f = false).
  • (p4) determines if it is interactive (t = true, f = false).
Chair
  • (p2) is the rotation of the item.
  • (p3) determines if it is reversed (t = true, f = false).
  • (p4) determines if it is sleeping (t = true, f = false).
  • (p5) determines if it is interactive  (t = true, f = false).
Bottle
  • (p2) is the rotation of the item.
  • (p3) is the bottle type.
  • (p4) determines if the item is sleeping (t = true, f = false).
  • (p5) determines if the item is interactive (t = true, f = false).
Television
  • (p2) is the rotation of the item.
  • (p3) determines if it is sleeping (t = true, f = false).
  • (p4) determines if it is interactive (t = true, f = false).
Boombox
  • (p2) is the rotation of the item.
  • (p3) determines if it is sleeping (t = true, f = false).
  • (p4) determines if it is interactive (t = true, f = false).
Van
  • (p2) is the rotation of the item.
  • (p3) determines if it is sleeping (t = true, f = false).
  • (p4) determines if it is interactive (t = true, f = false).
Sign
  • (p2) is the rotation of the item.
  • (p3) is the sign type
  • (p4) determines if the sign post is shown (t = true, f = false).
Trash Can
  • (p2) is the rotation of the item.
  • (p3) determines if it is sleeping (t = true, f = false).
  • (p4) determines if it is interactive (t = true, f = false).
  • (p5) determines if the trash can contains trash (t = true, f = false).
Toilet
  • (p2) is the rotation of the item.
  • (p3) determines if the item is reversed (t = true, f = false)
  • (p4) determines if it is sleeping (t = true, f = false).
  • (p5) determines if it is interactive (t = true, f = false).

Triggers

  • (x) is the x-coordinate of the trigger.
  • (y) is the y-coordinate of the trigger.
  • (w) is the width of the trigger.
  • (h) is the height of the trigger.
  • (a) is the rotation.
  • (b) determines the object(s) that will trigger the action.
  • (t) is the trigger action.
  • (r) is the repeat type.
  • (i) is the repeat interval.
  • (d) is the delay.

Sound Effects Only

  • (p) is the panning.
  • (v) determines how loud the sound effect will be.
  • (s) is the sound ID.

Objects With Toggles Activated By The Trigger

  • (a) is the trigger action.
  • (p0) determines the setting for the first toggle.
  • (p1) determines the setting for the second toggle.
  • (p2) determines the setting for the third toggle.

Trivia

  • The level data does not detect entered lines in text boxes, so if you are going to import level data with entered lines, the level data would not detect it and the text would be one long line.
  • If any random character or incomplete data is entered into the leveldata box and you attempt to load it, a message that says, "Invalid data" will pop up and the "XML data" will not be imported.

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