JUMPING BLOCK |
The Jumping Block is extremely similar to the Bullet.. It also appears randomly from the edges of the screen and can change direction once it has locked onto Jumpman. When (if) Jumpman touch's a Jumping Block then he will jump A random direction (either left, right or upwards) which may cause him to fall to his doom if he fails to land on anything.. Jumping Blocks move across the screen and can be configured to appear and fire a variety of ways. When you create a Jumping Block, the following object graphic is drawn in the editor.. It can then be selected and moved around as per any other object. (Shown is the non-selected and selected states of the Jumping Block)
There is no limit to the number of Jumping
Blocks which can be created on each level.
When a Jumping Block is Selected, the Property Editor Window will bring up the following dialog;
It is important to note that changing the name of an object will not change any references to it via the scriptlets. Generally it would be unlikely that you would change the name of an object from the one generated by the program.
Defines the Image set to use for rendering the Jumping Block at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). The Jumping Block is animated out of 16 individual Frames.. Starting at the top left, moving along the top row and then onto the second row (again Left to Right) and down onto the next row (etc..). When the Animation has finished it then repeats from the start.
Defines the Sound to play when the Jumping Block Fires at Jumpman. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).
Defines the percentage for while a Jumping Block will Instantly fire at the Player from the edges of the screen.. The direction on where the Jumping Block will come from is defined by the .BulletAppear property. Setting this value to 0 will disable this feature. Valid values range from 0 to 100.
Defines the Minimum time to wait (in Milliseconds) before creating a new Jumping Block on the edge of the screen. Valid values are from 0 to a value under .MaxInterval. If a value greater than .MaxInterval is entered then .MaxInterval will automatically change to the same value (so max can never be greater than min) The Game Engine will pick a Random Time Interval between .MinInterval and .MaxInterval to wait before creating a new Jumping Block. This is used to make the Jumping Blocks less predictable.
Defines the Maximum time to wait (in Milliseconds) before creating a new Jumping Block on the edge of the screen. Valid values are from .MinInterval to 10000 (10 seconds). If a value less than than .MinInterval is entered then .MinInterval will automatically change to the same value (so max can never be less than than min). The Game Engine will pick a Random Time Interval between .MinInterval and .MaxInterval to wait before creating a new Jumping Block. This is used to make the Jumping Block less predictable.
Defines the direction in which the Jumping Block first Appears from the Edge of the Screen. Valid Values are;
Not Implemented Yet.
Defines the Condition in which the Jumping Block will Fire at the Player. Valid Values are;
A Method is a function call which can be executed whilst a Property changes the state of a individual flag in the object.
There are currently no script accessible Methods for Jumping Block's.
Changes the Percentage at which a Jumping Block will instantly fire at the player. Valid values are from 0 to 100. Script Example..
You can also make the Jumping Block progressively fire more constantly at the player by increasing the fire percentage on the collection of each Bomb. Example (put in each Bomb Scriptlet)..
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