S 1 (sky_red, sky_blue, sky_green) sky_texture.ppm #optional, should not
include texture file if just want to display color
F 1 (floor_red, floor_blue, floor_green) #optional
P (player_position_x, player_position_y) (player_direction_x,
player_direction_y)
#OM for mobile objects, any pixels from the texture file filled with the
exclude color will be ignored when drawing the object; make sure to include
the same number of .ppm files as frames of animation specified
OM (mob_obj_pos_x, mob_obj_pos_y) (mob_obj_dir_x, mob_obj_dir_y) frames_of_animation mob_obj_frame1.ppm
mob_obj_frame2.ppm
...
OI (static_obj_pos_x, static_obj_pos_y) (static_obj_dir_x, static_obj_dir_y) frames_of_animation
static_obj_frame1.ppm
static_obj_frame2.ppm
...
#material of the wall, alpha value between 0 and 1 (1 for opaque, anything in
between for translusency), texture file optional
M alpha_value (color_red, color_green, color_blue) texture.ppm
#all subsequently defined walls are of the material previously defined
[(wall_endpt1_x, wall_endpt1_y), (wall_endpt2_x, wall_endpt2_y)]
...