Tiled maps must have a tile size of 16x16px.
solid
(boolean
)
Marks a tile as solid (player will only collide with them onceAddCollisions
feature was triggered).spike
(boolean
)
Makes the tile a spike, which will reset the level when touched by the player.always_loaded
(boolean
) optional
Makes this tile always be loaded. Use with caution.animation_sprite_ids
(string
) optional
Comma-separated list of sprite IDs to use for an animation.
Must be used withanimation_delays_ms
for the animation to work.
Example:1, 2, 3
animation_delays_ms
(string
) optional
Comma-separated list of delays for each sprite in the animation in milliseconds.
Must be used withanimation_sprite_ids
for the animation to work.
Example:500, 1000, 500
dynamic_animation
(string
) optional
Value must be the name of a animations config file underresources/animations/
.
To use, copy thedyn_animation_example.ron
file and rename it to something fitting
(for exampledynamic_grass.ron
). Then you can edit the new file. The example file is commented, so open up the file to see what you can do.
No properties.
feature_type
(string
)
One of:AddCollisions
Makes the player collide with solid walls.AddGravity1
Gives the player the first gravity and jump strength(s). (before jetpack)AddGravity2
Gives the player the second gravity and jump strength(s). (after jetpack)AddJump
Gives the player the ability to jump and to wall jump.AddSingleSprite
Gives the player a single sprite.AddAnimatedSprite
Gives the player its full set of animations (idle, walking, jumping, etc.).AddEnemySprite
Adds full animations to all enemies.AddRun
Gives the player the ability to move faster using the run button.AddDash
Gives the player the ability to dash in-air, by pressing down any pair of movement keys,
and then pressing the jump button again.
They can dash once, after which the player must stand on solid ground again to recharge the dash.
The dash is 8-directional.SetSongN
Set the currently playing song to theN
th song.
N
should be replaced with an integer, starting at0
for the first song, etc.
Will panic ifN
is not an integer.
IfN
is an integer, but the song at the given index doesn't exist, then no song will be played.
enemy_type
(string
)
One of:Ground
Flying
pace_distance_x
(float
) optional
How far this pacing enemy should walk, before turning around.
Specified distance is the distance from the placed object, to either the left or right sides.
The number's sign specifies the initial direction, in which this enemy will move.
So if the value is larger than (or equal to) 0.0, then the enemy will initially move right;
if it is less than 0.0, the enemy will initially move left. If omitted, this enemy will not pace horizontally.pace_distance_y
(float
) optional
Same aspace_distance_x
, but for they
direction (vertically).
If the value is larger than (or equal to) 0.0, then the enemy will initially move up;
if it is less than 0.0, the enemy will initially move down. If omitted, this enemy will not pace vertically.always_loaded
(boolean
) optional
Makes this tile always be loaded. Use with caution.
Backgrounds will automatically start following the camera,
once the camera's left edge passes the background's left edge.
image
(string
)
The filename of the background image to use.
The background image must be placed underresources/spritesheets/bg
.
Accompanying the image file, you must also create a config.ron
file,
in the same directory.
See the example.ron
fileresources/spritesheets/bg/background_example.ron
for more information on how to create the.ron
file.always_loaded
(boolean
) optional
Makes this tile always be loaded. Use with caution.
(shouldn't be necessary for background)
respawn_anchor
(string
) optional
Specifies at which anchor point to respawn the player, relative to the checkpoint's center.
For possible values, see: amethyst::ui::Anchor
Example (most common):BottomMiddle
.
If this property is omitted, then the defaultrespawn_anchor
will beMiddle
.
Indicators are images, which only become visible after the associated feature was triggered.
image
(string
)
The filename of the image to use.
The image file must be placed underresources/spritesheets/indicators
.
Accompanying the image file, you must also create a config.ron
file,
in the same directory.
See the example.ron
fileresources/spritesheets/bg/background_example.ron
for more information on how to create the.ron
file.feature_trigger
(string
)
TheFeature
, which will make this indicator visible when triggered.
The value has the same format as theFeature
'sfeature_type
.always_loaded
(boolean
) optional
Makes this tile always be loaded. Use with caution.
(shouldn't be necessary for indicators)animation_sprite_ids
(string
) optional
Comma-separated list of sprite IDs to use for an animation.
The sprite IDs are the IDs for the indicator image, as defined in this inicator's.ron
file.
Must be used withanimation_delays_ms
for the animation to work.
Example:1, 2, 3
animation_delays_ms
(string
) optional
Comma-separated list of delays for each sprite in the animation in milliseconds.
Must be used withanimation_sprite_ids
for the animation to work.
Example:500, 1000, 500
- 4 directional movement, no gravity DONE
- first encounter with non solid tiles DONE
- first encounter with solid tiles DONE
- gravity + first music trigger DONE
- first encounter with non textured enemy DONE (not non-textured, rather single-sprite-textured)
- jump and wall jump DONE
- player textures (single frame) DONE
- bg + player animation + second music trigger DONE
- enemy textures DONE
- spikes DONE
- enemy animations DONE (happens with 'enemy textures')
- parallax bgs?
- jetpack jump + hover DONE (settings need to be tweaked for this)
- first wave of environmental decoration
- run button + third music trigger DONE
- second wave of environmental decoration
- dash DONE
- third wave of environmental decoration