FIRE


Fire is a Stationary object which Kills Jumpman if touched.

When you create a Fire, 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 object)

Fire's (via the Scriptlets) can be made to appear or disappear on collection of a Bomb or when a Trigger is run-over. This allows the Level to dynamically change shape as the player progresses though the level. Fire will Fade in and Out as the .Active state is changed (Due to level play).

There is no limit to the number of Fires which can be created on each level.


This Section describes the object and the properties available at design time.

When a Fire is Selected, the Property Editor Window will bring up the following dialog;


Name

Sets the name of the object which is used to reference it via the Visual Basic Scriptlets. Object Names Cannot Contain any spaces and Must be unique.

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.

 

Sprite Image

Defines the Image set to use for rendering the Fire at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). The Fire is animated out of 8 individual Frames.. Starting at the top left, moving along the top row and then onto the second row (again Left to Right). When the Animation has finished it then repeats from the start.

 

Fire Sound

Defines the Sound to play when the Fire is first made Active. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).

 

Active

If Ticked, then the Fire is Active at run time.. Active means that the player will interact with the Fire (ie. It will Burn Him and thus Kill Him..).


This Section describes the object and how it can accessed and controlled via the scriptlets at run-time. Please refer to the Bomb on more information about scriptlets.

A Method is a function call which can be executed whilst a Property changes the state of a individual flag in the object.

 

.PutOutAllFires

This Method fill put out all the fire in the current level (ie set .Active to False). It is used to turn off all the fires without having to set the .Active property for each individual fire.

Script Example..

Fire1.PutOutAllFires

It doesn't matter which object reference (in this example 'Fire1') is used.. It will still change the state of all Fires.

 

.Active

Makes a Fire Active or Not.. An Active Fire will kill the Player if it is touched. Valid Values are True and False.

Script Example..

Fire1.Active = True

When the .Active state is changed, the Fire will Fade In or Out depending on the value of .Active.