Noah Petherbridge
cb02feff1d
* New doodads: Switches. * They come in four varieties: wall switch (background element, with "ON/OFF" text) and three side-profile switches for the floor, left or right walls. * On collision with the player, they flip their state from "OFF" to "ON" or vice versa. If the player walks away and then collides again, the switch flips again. * Can be used to open/close Electric Doors when turned on/off. Their default state is "off" * If a switch receives a power signal from another linked switch, it sets its own state to match. So, two "on/off" switches that are connected to a door AND to each other will both flip on/off when one of them flips. * Update the Level Collision logic to support Decoration, Fire and Water pixel collisions. * Previously, ALL pixels in the level were acting as though solid. * Non-solid pixels don't count for collision detection, but their attributes (fire and water) are collected and returned. * Updated the MenuScene to support loading a map file in Play Mode instead of Edit Mode. Updated the title screen menu to add a button for playing levels instead of editing them. * Wrote some documentation.
817 B
817 B
Doodad Ideas and Implementation Notes
Crumbly Floor
A rectangular floor piece with lines indicating cracks. Most similar to: the break-away floors in Tomb Raider.
Animation frames/states:
- Default: a rectangle with jagged lines through it indicating cracks.
- Rumble: draw little rumble mark lines and maybe shake the segments around.
- Break: the floor breaks apart and pieces fall/shrink into nothing over a few frames of animation.
Behavior:
- If touched, act as a solid object.
- If touched along its top edge, start the Rumble animation. If touched from the bottom, don't do anything, just act solid.
- After a moment of rumbling, stop acting solid and play the break animation. A player standing on top of the floor falls through it now.
- When the broken floor scrolls out of view it resets.