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.
When a Girder 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 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)
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.
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.
(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)..
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.
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.
The Object will either Fade In or Fade Out depending on the state of .Visible
Makes a Girder Active or Not.. An Active Girder can be walked on by the Player. Valid Values are True and False.
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)