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Tiles & Entities

superwhack edited this page Jul 13, 2026 · 17 revisions

System Summary

All in-game objects are split into 2 categories: Tiles and Entities. Below is a list of each and their function. Tiles are terrain-based blocks, while entities have modifiable properties and can potentially exist as sub-scenes.


Connected Systems

Connecting Systems:

Subsystems:


Related Controls

Key(s): Numbers 1-8

  • Hotkey for swapping tiles/entities currently being placed. (See Hotkey Manager)

Bugs

List of known bugs. Be descriptive but keep it brief!

None Currently


Feature List / Breakdown of Features

List of features and descriptions within system.

Tiles:

  • Solid: Default impassable tile.
  • One-Way: Floor tile that can be passed through from the sides and underneath. Can be passed from above by pressing down.
  • Hazard: Deals damage to the player upon impact.
  • Ice: Causes the player to slide with low friction while standing on it. Increases player speed cap while running on.
  • Sticky: Slows the player's physics while standing on it. Slows falling while on the side of it, can be climbed on while underneath and dismounted by pressing down.
  • Bounce: Gives the player a significant boost in whatever direction they hit it.
  • Death: K.O.s the player and resets their position upon impact.
  • Slope: A tile with an angled surface that allows the player to travel up or down without jumping. Can be rotated before placing.
  • Bedrock: A solid tile generated outside of the level bounds, preventing any entities from going outside. Can't be modified.

Entities:

  • Goal: An endpoint for the level. The player must be able to reach this entity for the level to be verified.
  • Coin: A collectable entity. The player simply need to collide with it to collect them.
  • Player: The point where the player spawns in the game state.
    • Limit: 1
  • Patrolling Enemy: An enemy that moves horizontally on the ground.
    • Properties: Movement Speed, Restricted
    • Restriction Toggle: If enabled, prevents the enemy from falling off edges.
  • Shooting Enemy: An enemy that stays in-place. Shoots projectiles.
    • Properties: Direction, Shot Speed, Fire Rate, Bounceable Projectiles, Gravity
  • Flying Enemy: An enemy that moves in mid-air between two points, only in cardinal directions.
    • Properties: Movement Speed, Movement Endpoint
  • Stationary Enemy: An enemy that stands completely still and does nothing.
    • Properties: Gravity, Direction
  • Prop: A collision-less decorative object.
    • Properties: Rotation

Future Work / Risks

List and description of upcoming work/risks.

Future Work: Potentially have goals transition to other levels.

Risks:

  • Tiles and Entities must not be able to overwrite each other through editing.
  • The physics quadrant size is 1, which can lead to performance hits at extremely large level sizes.

Miscellaneous Notes

A place for miscellaneous notes pertaining to this system.

  • The collision shape for the slopes does not perfectly match the actual shape of the slope. The corner of the right angle is one pixel smaller.

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