JUMPMAN (PLAYER) |
| Jumpman (The Player)
is the Hero of the Game. It's his role to Save Jupiter Command from the
Alienators who have infiltrated the base! Alienators have sabotaged all
systems... Planted bombs throughout each level... Ready to blast Headquarters
to ashes at any moment. (Well so the story goes The Player is drawn as follows in the editor.. It can be selected and moved around as per any other object. (Shown is the non-selected and selected states of the object)
Jumpman has a range or special abilities which can be defined in the Editor. These abilities include Throwing Objects, Firing a Gun, Carrying Ladder Pieces and Blasting Away Bits of Girders (via Explosive Boots) It is important to note, that the movement of Jumpman is fairly flexible. He is able to run though Girders and leave Ladders early (when his hands touch a Girder) to make his movement even Faster (by taking the short cut). Once you get used to this it makes Jumpman easy to control.
Jumpman is able to run though
Girders once he has reached their level.
Only a Single Player Object is allowed on each level. There is no way to create Another or Delete the Existing Player Object.
When a Fire 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 Jumpman at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). The Player is animated out many Individual Frames.. The Following Graphic shows these Images used for Jumpman's Movement. (Please Note, that currently the Graphics for Jumpman are those of the 64. It is hoped to make a much nicer set soon)
The First Row is used for when Jumpman is Stationary (and not over a Ladder). Only The first frame is used. The other 7 are animated after a short period as a sort of boredom mode. The Animation can be changed to get him to wave, stamp his foot, do a little dance etc.. The Second Row contains the 4 Frames for running Left and Running Right. The Animation will repeat when it reaches the Frame 4 of either animation. The Third Row contains the Jumping Left or Right Animation. The Frames are played starting from frame 1 and stopping at Frame 4. This is to give Jumpman a type of getting ready to jump animation. The Forth Row contains the 4 Frames of the Jumping Up Animation. Again the Frames are played starting from Frame 1 and stopping at Frame 4. This is to give Jumpman a type of getting ready to jump animation. The second set of 4 Frames are used when Jumpman is Climbing either Up or Down a Ladder. The Fifth Row contains 4 Frames for when Jumpman is climbing either a Rope or a Chain. This Animation repeats when it reaches Frame 4. (The Blank area on Row Five and Six is reserved for Future Use) The Seventh Row is use when Jumpman Tumbles down the Level. The Frames with an R is them are currently not used but at some point Jumpman will Role slightly as he Tumbles down. The Last Row is the Dying animation which is played as Jumpman looses his life (or gets a headache.. you make up your mind). All 8 Frames are Played over and Over again until the Dying Sequence is over.
Defines the Sound to play when the Jumpman Jumps (if Jump is enabled). Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).
Defines the Music to play when Jumpman looses a Life. Selecting this item will bring down a list of all the Music available in the Music Manger (link).
Defines the effect to use when the Player first appears on the level. Valid Values are;
Defines the Sound to play when the Jumpman first appears on the Level (and while the Appear Effect is processed). Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).
Defines the Sound to play when the Jumpman is moving either on a Girder or a Ladder. No Sound is played when he is Climbing a Rope or a Chain. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).
Defines the Sound to play when the Jumpman is Falling to his Doom (or a sore head). Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link). It is important that this sound be of a long enough duration to play correctly if Jumpman falls from the maximum possible height and bounces several times.
Defines the Sound to play when the Jumpman is bounces off a Girder while falling. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).
If Ticked, then the Jumpman Will not be able to Jump.
If Ticked, then Jumpman is Visible when the Level Begins. If Not Ticked then he will be Invisible. Jumpman is still fully controllable when Invisible and his Footsteps can still be heard (if there is a valid sound defined in FootStep). If Jumpman can shoot then his Bullets will always be Visible.
If Ticked, then the Jumpman Will Start the Level Carrying at the beginning of the Level. With the use of some Triggers and some Scripting, then Jumpman can be made to extend Ladders so make level play more challenging. (Check out 'Jumpman: Grand Puzzle' I for an example of this). If Jumpman is Carrying A Ladder, The Ladder Segment will be drawn Behind the Jumpman Sprite.
Defines the Image to use for rendering the Carried Ladder run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). This Image has no animation and is a single image.
Defines the Special Ability of Jumpman (If Any). 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 Bullets.
Defines if Jumpman Jumps when the Fire Button is Pressed. Valid Values are True and False; Script Example..
This will Swap between being able to Jump and Not for every Bomb Collected. (providing the script is put into each Bomb Scriptlet)
Makes Jumpman Visible or Not. Valid Values are True and False. Script Example..
The FootStep Sound will still be played irrelevant to the Visible state of Jumpman
Either Gives (or Takes Away) a Ladder Segment for Jumpman to Carry. Valid Values are True and False. Script Example..
Will Check to see if Jumpman is carrying a Ladder Segment, If so will do something (up to you) and then take it from him. |