End user documentation site for Sketchy Maze.
https://www.sketchymaze.com/guidebook/
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130 lines
4.0 KiB
130 lines
4.0 KiB
4 years ago
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# Doodads
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Project:Doodle comes with several built-in doodads that you can use in your
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levels. You may also [create your own](custom-doodads/index.md) custom doodads
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and program them to do whatever you want!
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---
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## Flags
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The **Start Flag** sets the player spawn point in your level. There should be
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only one start flag.
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The **Exit Flag** sets a goal point for the level. The player must touch this
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flag to win the level.
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---
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## Trapdoors
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Trapdoors come in four varieties: **Left**, **Right**, **Up**, or down (**Trapdoor**).
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A trapdoor is a one-way passage. If the player or other mobile doodad touches
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the door from the "correct" side, the door will swing open. After the mobile
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doodad has passed, the door will swing shut again.
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When the door is shut, you can not open it from the "wrong" side and it behaves
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as a solid wall. If the door is open you may run in from the wrong side.
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---
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## Locked Doors & Keys
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There are four pairs of **Colored Locked Doors and Keys** you can use on your level.
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Colored doors are locked and behave as a solid wall until the player or another
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mobile doodad "picks up" the Key of the same color. The doors may then be
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permanently unlocked if the player walks into them while holding the key.
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Should the player lose the keys later, previously opened doors will remain
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unlocked but the player will need to find another key to open more doors.
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Each key/door pair also has a distinct shape:
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* **Red Key** (triangle)
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* **Green Key** (cross)
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* **Yellow Key** (star)
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* **Blue Key** (diamond)
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---
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## Electric Door
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The sci-fi electric door can only be opened when it receives a "power" signal
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from a linked button or switch. See [Linked Doodads](#linked-doodads) below.
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When the door receives a "power: on" signal it will open and allow passage to
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the player or other mobile doodads. When it receives a "power: off" signal it
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will close.
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---
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## Buttons
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**Buttons** will emit a "power: on" signal to all doodads that they are
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[Linked](#linking-doodads) to when the button is pressed by the player or
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another mobile doodad.
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When the button stops being pressed, it will emit a "power: off" signal to
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all connected doodads, which will generally close electric doors.
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Buttons come in three varieties:
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* **Button:** a button with a grey arrow that pops back up when pressed.
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* **Button Type B:** a variation without the grey arrow but behaves the same.
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* **Sticky Button:** a button with a red arrow that stays pressed in once pressed.
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When a sticky button is pressed, it emits a "power: on" signal once and stays
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pressed in forever. If the Sticky Button itself _receives_ "power: on" from another
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button, it will pop back up.
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---
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## Switches
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**Switches** will emit a `power: on` signal to [linked](#linked-doodads) doodads
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when touched by the player or other mobile doodad, and then a `power: off`
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signal when touched again.
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They come in various aesthetic flavors:
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* Wall switch (left, right)
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* Floor switch
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* On/Off "background" wall switch facing the screen
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---
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## Crumbly Floor
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The **Crumbly Floor** behaves as a solid ceiling when hit from below, and a
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solid floor when walked on from above, but watch out! The floor will shake
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and collapse after a moment beneath your feet.
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The floor will respawn after a while and forbids passage from the underside
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of the doodad.
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---
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## State Blocks
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**State Blocks** are blue and orange squares that keep opposite state from one
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another. In one state the block is solid, in another it is passable.
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The ON/OFF block will toggle all state blocks on the level to their opposite
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setting whenever it's touched by the player or other mobile doodad.
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---
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## Red Azulian (Test Mob)
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The red Azulian is a test mobile character. Not really an enemy, as he doesn't
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care about the player.
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The Azulian's A.I. just has it run left and right until it meets resistance.
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It can pick up keys, activate buttons and switches that it passes by, and can
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unlock doors.
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This mob will probably go away in future releases of the game and will remain
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in the code as a hidden easter egg.
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