ROBOTS (Path Followers)

Robots are Basically Path Followers. They follow predetermined path's as defined using the Path Point System (link). Many different objects in the Original Jumpman game used this mechanism (for example in addition to Robots; Dragons, Moving Lifts/Platforms, Moving Ladders, The Barrel from Roll Me Over)

They can move along these paths at different speeds and can be told to stop at certain Path Points and start moving again on commands from Scriptlets.

Robots can also (if defined) be killed by the Player. Touching a Robot will cause instant death for the Player.

When you create a Robot, 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)

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

The Purple Circle (with the '01' below it) is a Path Point.. When you first create a Robot, an initial Path Point will automatically be created.. This can be selected and moved like any other object. Please refer to the Path Point System (link).

Editor Tip: When working on objects which have a lot of Path Points (which may cross over other Path Points in other objects) then you may find it useful to make all other objects using path points, inactive and making the one you want to work on Active (thus it will be drawn brighter than the others).. Right clicking on the object who has a point you which to modify and selecting 'Draw in Front' will insure that the current object and all it's Path Points are drawn over everything else)

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

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


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 Robot at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). The Image is made up out of 5 Rows.. The Top Row is used for when the object is stationary.. The Second Row is used when moving Left and the Third Row when Moving Right. Rows Four and Five are used for moving Up and Down respectively. Each direction type is animated out of 4 Frames.


Stop At WayPoints

If Ticked, then the Robot (when Moving) will stop at the Next Path Point (in it's Path) which has the 'Way Point' property ticked. The Robot will then await a command via a Scriptlet to start moving again. Please refer to the Path Point System (link) for more information about Way Points.


At Path End

Defines what to do when the Robot reaches the Last Path Point. Valid Values are;

Restart The Robot will restart Following the Path from the beginning again. If the Last Path Point is at a different location to the Robot's start location, then you will notice that the sprite will jump from one location to another at run-time.
Stop The Robot will stop at the Last Point and will not move again.
Reverse The Robot will retrace the Path Points going in Reverse until it reaches the Robot's start location. At which point it will Restart again (going forward).



If Ticked, then the Robot will start moving to the First Path Point immediately at run-time. If Not Active (un-ticked) then the Robot will be stationary until it receives a command via a scriptlet). If the Robot is not Active then it and it's Path Points are drawn in a darker shade.


Animation FPS

Defines the Speed (in Frames Per Second) which the Robot will Animate at. Valid values range from 1 to 60.


Movement Speed

Defines at what speed to move the Robot between Path Points. Valid Values are;

Slowest Moves the Robot at the Slowest predefined Movement Speed.
Slow Moves the Robot slightly Faster than the Slowest Speed.
Medium The Default Movement Speed.
Fast Moves the Robot slightly Slower than the Fastest Speed.
Fastest Moves the Robot at the Fastest Predefined Movement Speed.


Path Point Sound

Defines the Sound to play when the Robot reaches a Path Point (ie. a Junction in the Path it is following). This sound is played irrelevant to whether the Path Point is a Way Point or not. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).


Can Be Shot

If Ticked, then the Robot can be Killed by either the Players Bullet or by the Object the Player Throws (if either have been defined). When a object is shot it will fade out.


Points When Shot

Defines the Number of Points to increase the current players score by when the Robot has been Shot. Valid numbers range from 0 to 10000.


When Shot

Defines at to do when a Robot has been shot. Valid Values are;

Respawn The Robot will restart moving from it's Initial Start location.
StayDead The Robot Will Stay Dead and remain totally Inactive for the duration of the Level.


Dying Sound

Defines the Sound to play when the Robot has been shot and is fading out. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).

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.



This method will cause the Robot to move to the next Path Point which has the 'Way Point' attribute. If the Robot is currently moving at the point at which this method is called when it will have no effect. If the Robot has stopped at a Way Point (due to Stop At Waypoints being ticked) then it will Start moving again until it reaches the next Way Point.

Script Example..




Makes a Robot or Not.. An Active Robot will move between Path Points. Valid Values are True and False.

If the Robot is already moving at run-time then changing this property to True will have no effect. If it is changed to False (while the Robot is moving) then it will Immediately Stop.

Script Example..

Robot1.Active = True


Several Objects (Robots, Lifts, Moving Ladders etc..) use Path Points to define the path for them to follow. Path points are basically a X/Y point on the map which a object will move to. What the object does when it reaches that point is defined by that object.

IMPORTANT: Path Points are not tracked by the Undo System as they are sub-objects from the parent.

When an object is created which uses Path Points, then it will automatically create the first Path Point at the center of the object.. Each path point in an object is numbered starting at 01. As the object moves, it will move from its original starting point to Path Point 01 and then onto 02 etc.. There must always be at least 1 Path Point and the Editor will not allow you to delete a Path Point if it is the only one attached to the parent object.

What the object does when it reaches the last Path Point is defined by the parent object.

Below is a Robot which includes Path Point 01;

When the Path Point (Purple Circle) is selected, it will be high lighted by Red as per any other object.. It can then be dragged to any other point on the level. Unlike other objects though, Path Points can exist off the level boundary's to allow for the parent object to move smoothly off the screen if needed). A Line is Drawn between each Path Point (or the Parent Object).

Clicking on a path Point (Purple Circle) will bring up the following dialog in the Property Editor Window;


Each Path Point can be defined as being a Way Point.. If the parent Object is required to stop moving when it reaches a certain Path Point then it will ONLY every stop at a Way Point.

If Ticked, then a dotted box is drawn around the Path Point for the Size of the Parent Object. (as pictured below).

Each Parent Object can have any number of Path Points to follow. To create a new Path Point Right Click on the Position at which you want to create a new Point. (pictured below);

This will create a new Path Point (drawn in the different colour) at the same location as the currently selected Path Point. Path Points are drawn alternatively in Purple and Yellow.

Selecting the New Path Point again allows it to be moves to any location on the Level Map.


Path Points (belonging to the Parent object) are not accessible via any Scriptlets.