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.

 


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 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.

 

Jump Sound

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).

 

Dies Music

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).

 

Appear Effect

Defines the effect to use when the Player first appears on the level. Valid Values are;

Default Uses the Default Appear method which is a Upwards Vertical Wipe
FadeIn Will Fade the Player

 

Appear Sound

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).

 

FootStep Sound

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).

 

Falling Sound

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.

 

Bounce Sound

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).

 

Can't Jump

If Ticked, then the Jumpman Will not be able to Jump.

 

Visible

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.

 

Start With Ladder Piece

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.

 

Ladder 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.


Single Segment Ladder used as Ladder Sprite

 

Special Ability

Defines the Special Ability of Jumpman (If Any). Valid Values are;

None
Jumpman has No Special Ability.. (Default Behavior)
HotFoot
JumpMan has Hot Feet. This allows Level Objects (Girders, Ladders, Ropes, Chains) to be Blasted Away (A Bit at a Time). Becareful as too much basting will cause Jumpman to Fall or Make sections of the Level un-navigatable.
Shoot
Jumpman can shoot Bullets at any Alienators (Monsters) on the Screen.. Not all Monsters can be shot though.
Throw
Jumpman can Throw an Object at any Alienators. The Object will arc down much like when you throw something and will disappear when it hit a Girder.

 

Special Ability : None

Ability Sprite

This Property is Ignored if Special Ability is set to None.

 

Ability Sound

This Property is Ignored if Special Ability is set to None.

 

Ability Number

This Property is Ignored if Special Ability is set to None.

 

Special Ability : HotFoot

Ability Sprite

The Special Ability 'HotFoot' is currently unimplemented.

 

Ability Sound

The Special Ability 'HotFoot' is currently unimplemented.

 

Ability Number

The Special Ability 'HotFoot' is currently unimplemented.

 

Special Ability : Bullet

Ability Sprite

Defines the Image set to use for rendering the Bullet at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link).

Bullets have a very simple one frame sprite.

 

Ability Sound

Defines the Sound to play when the Jumpman fires a Bullet. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).

 

Ability Number

This Defines the Maximum number of Bullet's Jumpman can Fire at once (a Bullet must leave the screen before It can be fired again). Valid values range from 1 to 10. The Default is 3

 

Special Ability : Throw

Ability Sprite

The Special Ability 'Throw' is currently unimplemented.

 

Ability Sound

The Special Ability 'Throw' is currently unimplemented.

 

Ability Number

The Special Ability 'Throw' is currently unimplemented.


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 Bullets.

 

.CantJump

Defines if Jumpman Jumps when the Fire Button is Pressed. Valid Values are True and False;

Script Example..

If (BombsCollected MOD 2 = 0) Then
Player1.CantJump = False
Else
Player1.CantJump = True
End If

This will Swap between being able to Jump and Not for every Bomb Collected. (providing the script is put into each Bomb Scriptlet)

 

.Visible

Makes Jumpman Visible or Not. Valid Values are True and False.

Script Example..

Player1.Active = True

The FootStep Sound will still be played irrelevant to the Visible state of Jumpman

 

.HoldingLadder

Either Gives (or Takes Away) a Ladder Segment for Jumpman to Carry. Valid Values are True and False.

Script Example..

' If Holding a Ladder Piece
If (Player1.HoldingLadder = True) Then
' .. do something..

' Not Carrying it Anymore
Player1.HoldingLadder = False
End If

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.