GIRDER


The Girder is the primary Building Block of Jumpman.. It can be shaped in various ways and enables Jumpman to move around a level.

Jumpman can run along Girders, and if he is in such a position were he is overlapping a Girder, he will climb up to the top of the Girder (also applies to Vertical Girders). Jumpman can only fall a short distance (2 map cells) when he runs off a Girders edge before falling to his demise.

When you create a Girder, 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 Girder)

Girders (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.

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


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

When a Girder 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.

 

Vertical Girder

Changes the Girder so it is rendered as a Vertical Girder.. Vertical Girders have a fixed width of 2 map cells and a fixed height or 3 map cells. Changing the Length of a Vertical Girder will make it longer and shorter by a multiple of 3 map cells.

Slope has no effect for this type of Girder.

 

Length

Defines the Length of the Girder.. If the Girder is Horizontal then the minimum length can be 1 cell width. Setting the Length to a value which will make the girder extend past the edges of the level will result in the value being clipped to the maximum length allowed (depending on the position of the Girder)

 

Slope

This Property allows the girder to slope Up or Down. The value given is represents the number of map cells to slope (the pictured example has a slope of 2).. To make a Girder Slope Upwards.. Give a Negative value (ie. -2).

If you give a slope value which is not valid, then it will be clipped to the maximum allowable slope.

 

Visible

If Ticked, then the Girder is Visible at run-time.. If the Girder is either not Visible or Active then it is drawn in a darker shade of green to signify that it is different from other girders.

 

Active

If Ticked, then the Girder is Active at run time.. Active means that the player will interact with the girder (ie. walk on). It is possible to have an invisible girder which can be walked on and a visible girder which can't by different combinations of the Visible and Active flags.

 

Segment Image

Defines the Image set to use for rendering the Girder at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). The Girder is probably the Most Complex of the Graphic Images as it builds up the entire Girder image out of 20 individual graphic segments. These segments are slightly different to allow for shading of the girder as it changes slope, ends, joins another girder.. Ofcouse you can use a single colour (as per the 64/Atari girders) but the Enhanced set uses a Relief shading method to give the girder a but more depth.. The following pictures show how the graphic images are made up out of a test pattern of girders.

 
The Final Sprite Image and The Girder Playground
(used to make up the possible Girder combinations)

The Following Diagram shows how the Girder Playground Girder Segments (once shaded) are used to make up the sprite image.. There are a total of 20 graphic segments.

The 20 pieces are (from Left to Right)..

  1. Single Segment
  2. Start Flat
  3. Repeating Flat
  4. End Flat
  5. Flat Going Up
  6. Upto Flat
  7. Flat Doing Down
  8. Down to Flat
  9. Start Single Up
  10. Single Repeat Up
  11. End Single Up
  12. Start Single Down
  13. Single Repeat Down
  14. End Single Down
  15. Single Dip Up
  16. Single Dip Down
  17. Top Vertical Segment
  18. Middle Vertical Segment (Repeats)
  19. Bottom Vertical Segment
  20. Single Vertical Segment


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.

 

There are currently no script accessible Methods for Girders.

 

.Visible

Makes a Girder Visible or Not.. Irrelevant if a Girder is Visible or Not, It must be Active for Jumpman to be able to walk on it. Valid Values are True and False.

Script Example..

Girder1.Visible = True

The Object will either Fade In or Fade Out depending on the state of .Visible

 

.Active

Makes a Girder Active or Not.. An Active Girder can be walked on by the Player. Valid Values are True and False.

Script Example..

Girder1.Active = True

Ideally both the .Visible and .Active properties should be changes at once to the same state unless you want some confusing level behavior. (Which may be the case)

ie..

Girder1.Visible = True
Girder1.Active = True