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# Built-in Doodads
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Sketchy Maze 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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Doodads are available in the Level Editor by clicking on the
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<img src="images/sprites/actor-tool.png" width="16" height="16"> **Doodad Tool**
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and then dragging a doodad onto your level. See the [Doodad Tool](custom-levels/index.md#doodad-tool)
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for more information.
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**See also:** [Linked Doodads](linked-doodads.md) for how doodads interact when
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linked together in your levels.
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* [Objects](#objects)
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* [Start Flag](#start-flag) - Spawn point of a level
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* [Checkpoint Flag](#checkpoint-flag) - **NEW in v0.8.0**
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* [Exit Flag](#exit-flag) - Goal of a level
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* [Anvil](#anvil) - **NEW in v0.8.0**
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* [Box](#box)
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* [Creatures](#creatures)
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* [Boy](#boy) - The player character
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* [Red Bird](#red-bird)
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* [Azulians](#azulians)
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* [Thief](#thief) - **NEW in v0.8.0**
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* [Doors & Trapdoors](#doors-trapdoors)
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* [Colored Locked Doors & Keys](#colored-locked-doors-keys)
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* [Small Key Doors](#small-key-doors)
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* [Warp Doors](#warp-doors)
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* [Trapdoors](#trapdoors)
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* [Electric Door](#electric-door)
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* [Electric Trapdoor](#electric-trapdoor)
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* [Crumbly Floor](#crumbly-floor)
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* [Objects](#objects)
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* [Box](#box)
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* [Gizmos](#gizmos)
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* [Buttons](#buttons)
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* [Sticky Button](#sticky-button)
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* [Switches](#switches)
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* [Boolean State Doodads](#boolean-state-doodads)
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* [State Button](#state-button)
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* [State Blocks](#state-blocks)
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* [Blue & Orange Warp Doors](#blue-orange-warp-doors)
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* [Technical Doodads](#technical-doodads)
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* [Goal Region](#goal-region)
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* [Checkpoint Region](#checkpoint-region)
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* [Fire Region](#fire-region)
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* [Power Source](#power-source)
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* [Stall Player](#stall-player)
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---
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## Objects
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### Start Flag
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![Start Flag](images/doodads/start-flag.png)
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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 per level.
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Multiple Start Flags in one level is considered to be an error; a warning is
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flashed on-screen and the player will spawn at the "first" start flag it found.
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A level without a Start Flag will spawn the player at the 0,0 coordinate at
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the top-left corner of the level, and flash an error about the missing Start
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Flag.
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If the Start Flag is [linked](linked-doodads.md#start-flag) to another doodad
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in your level, then that doodad will be used for the player character. For example,
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linking a Start Flag to a Thief will use the Thief as the player character
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for that level instead of the default character, [Boy](#boy).
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### Checkpoint Flag
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![Checkpoint Flag](images/doodads/checkpoint-flag.png)
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The **Checkpoint Flag** records the player's position in the level each time
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he reaches a checkpoint. Should they die during the level, the option to
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"Retry from checkpoint" will teleport the player back to that location and
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continue gameplay without resetting the level -- so you keep any keys you
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have, unlocked doors remain unlocked, etc.
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The default checkpoint location is at the Start Flag, and crossing Checkpoint
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Flags updates it to the last flag touched. When a second checkpoint is touched,
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the previous checkpoint flags are reset and the player's spawn point is the
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checkpoint they most recently touched.
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### Exit Flag
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![Exit Flag](images/doodads/exit-flag.png)
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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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### Anvil
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![Anvil](images/doodads/anvil.png)
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The **Anvil** is a "harmless" object that becomes dangerous when it is falling.
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It has no collision and is affected by gravity; when falling, it is dangerous
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to any **mobile** doodad that it encounters, including the player character.
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Being hit by it will fail the level with "Watch out for falling anvils!" and
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you can retry from your last checkpoint. It destroys other mobile doodads that
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it lands on, removing them from the level.
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If it receives a **power** signal (from a [linked](linked-doodads.md#buttons)
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Button or Switch), the Anvil will reset to its original location on the level,
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making "reset buttons" possible for puzzle levels.
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### Box
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![Box](images/doodads/box.gif)
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The **Box** is a pushable object. If the player or another mobile doodad touches
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the box from the side, the box will move at a fixed speed. It can be pushed up
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and down slopes and it is affected by gravity.
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The box is taller than [Boy](#boy) and so can make a useful platform to jump on top of
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to reach a higher ledge.
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Boxes can be pushed by enemies too, but it gets dicey with multiple enemies
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pushing simultaneously. Boxes can be stacked on top of each other, but sometimes
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Boy will get "stuck" standing on top of the pile. If this happens, use the
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[cheat code](hacking.md#cheat-codes) `ghost mode` to get yourself unstuck.
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**New in v0.8.0:**
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If it receives a **power** signal (from a [linked](linked-doodads.md#buttons)
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Button or Switch), the Anvil will reset to its original location on the level,
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making "reset buttons" possible for puzzle levels.
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---
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# Creatures
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### Boy
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![Boy](images/doodads/boy.gif)
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**Boy** is the player character.
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If he touches a "fire" pixel, he dies! You get a message like "Watch out for fire!"
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and it doesn't even have to say "fire" - it'll use the color's name.
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If he touches water he'll turn blue. Swimming physics aren't hooked up yet!
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### Red Bird
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![Bird](images/doodads/bird.gif)
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The **Bird** is a simple creature which flies left and right across your level,
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changing direction when it encounters an obstacle.
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The bird has solid collision on its top side, so the player can ride on it
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across the level. It's very slippery, though!
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In the future, the bird will dive-bomb the player character in a diagonal
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trajectory when it sees a shot it can take. This will harm the player if the
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bird hits. If the bird hits the player, or misses and touches the ground, it
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will fly back up to its original altitude and continue its A.I. program of
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flying back and forth and searching for the player. It will also be easier to
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ride more reliably.
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Currently, however, the bird is harmless and does not dive bomb the player.
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**New in v0.8.0:** the Bird no longer can pick up items such as keys, unless
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controlled by the player character.
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### Azulians
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![Red Azulian](images/doodads/red-azulian.gif)
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The **Red Azulian** was the first test mobile character, and the
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**Blue Azulian** was originally the player character in very early builds of
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the game.
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The Azulians' A.I., when placed in your level, is that they walk right and
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left across the ground, changing directions when hitting an obstacle. They
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can pick up keys, unlock doors, and interact with buttons and switches that
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they walk onto - basically all the capabilities as the player character.
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The blue Azulian walks half as fast as the red one.
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You can play as them in your custom levels by linking a Start Flag to
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the Azulian.
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### Thief
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![Thief](images/doodads/thief.gif)
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The **Thief** is a mobile character which can steal items from other doodads,
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including the player character.
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The Thief's A.I. is to walk right and left, she can pick up items, unlock doors,
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and activate most devices that it walks onto. When she encounters another
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doodad (including the player), the Thief will **steal** any items they are
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carrying:
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* For items which have no quantity, such as the Blue Key, the Thief will only
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steal it if she does not already have one, letting the player keep the
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key.
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* Items with quantity are always stolen: the Thief will steal all your small
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keys.
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* The A.I. Thief does **not** steal from other A.I. Thieves.
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The player can play **as** the Thief by using the Link Tool and connecting
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the Start Flag to a Thief. When controlled by the player character, the Thief
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has special abilities compared to most other characters:
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* You can steal items from other characters. When you contact another character
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such as the Azulians, if they are holding any items, you'll automatically
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steal them in the same way the Thief usually steals from you.
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* The player character is immune to Thieves which will not steal from Thieves.
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* The player character _can_, though, pilfer items that the other Thieves have
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collected.
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---
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## Doors & Trapdoors
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### Colored Locked Doors & Keys
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![Blue Locked Door](images/doodads/blue-door.gif) ![Blue Key](images/doodads/blue-key.png)
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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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The **Colored Keys** are not consumed when used; with one key the player can
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unlock many doors of the same color unless they lose the key. Currently there is
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no method to lose keys except for the "drop all items" [cheat code](hacking.md#cheat-codes).
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A locked door has a golden padlock over its sprite; after being unlocked, the
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padlock is missing even while the door is closed. Should the player lose the keys
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later, previously opened doors will remain unlocked but the player will need to
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find another key to open more doors.
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![Red Key](images/doodads/red-key.png) ![Green Key](images/doodads/green-key.png) ![Yellow Key](images/doodads/yellow-key.png) ![Blue Key](images/doodads/blue-key.png)
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Each key/door pair also has a distinct shape for color-impaired players:
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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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### Small Key Doors
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![Small Key Door](images/doodads/small-key-door.gif) ![Small Key](images/doodads/small-key.png)
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**Small Key Doors** are doors which consume the **Small Key** when unlocked. The
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player or other mobile doodad may carry several Small Keys and they can only
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unlock as many Small Key Doors as the number of keys they hold.
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The Small Key Door is permanently unlocked after unlocking it once. A golden
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padlock appears on the door when it's locked, which disappears after unlocking.
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### Warp Doors
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![Warp Door](images/doodads/warp-door.gif)
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The **Warp Door** allows the player character to fast travel between two remote
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locations within the same level. The door is brown in color with a yellow "W"
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symbol.
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To connect the doors together, drag two doors into your level and then use the
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**Link Tool** to connect them. During gameplay, walk the player character to one
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of the doors and press the Space Key to open it. The door will swing open and
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shut and the player character exits from the other door.
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If a Warp Door is not linked to another door, a message will display indicating
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that the door is "locked" and it can not be entered by the player.
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**See also:** the [Blue & Orange Warp Doors](#blue-orange-warp-doors) tied to the
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[State Blocks](#state-blocks).
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### Trapdoors
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![Trapdoor](images/doodads/trapdoor-down.gif)
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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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Trapdoors come in four variants: downward-facing (default), rightward, leftward
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and upwards.
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### Electric Door
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![Electric Door](images/doodads/electric-door.gif)
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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](custom-levels/index.md#link-tool).
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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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### Electric Trapdoor
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![Electric Trapdoor](images/doodads/electric-trapdoor.gif)
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The **Electric Trapdoor** requires a power source to open it.
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If it receives a power signal from a linked Button or Switch, it will open.
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When it loses power, it will close. Switches will always toggle its state
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regardless of "power" status.
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### Crumbly Floor
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![Crumbly Floor](images/doodads/crumbly-floor.gif)
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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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## Gizmos
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The gizmo doodads work best when **Linked** to other doodads in your level. For
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example, a Button linked to an Electric Door will cause the door to open whenever
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the button is pressed.
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**See also:** [Link Tool](custom-levels/index.md#link-tool)
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### Buttons
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![Button Type A](images/doodads/button-a.gif) ![Button Type B](images/doodads/button-b.gif)
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**Buttons** will emit a `power: on` signal to all doodads that they are
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[linked to](custom-levels/index.md#link-tool) when the button is pressed by the
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player or 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 two varieties which are cosmetic only:
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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
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![Sticky Button](images/doodads/sticky-button.gif)
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The **Sticky Button** is a variant of the Button but with a red arrow on its side.
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When the Sticky Button is pressed, it will emit a `power: on` signal and it will
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**remain pressed** forever -- unless the button itself receives a `power: on`
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signal from another linked doodad, then it will pop back up and can be pressed
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again.
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### Switches
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![Switch](images/doodads/switch.gif) ![Switch Right](images/doodads/switch-right.gif)
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**Switches** will emit a `power: on` signal to any [linked](custom-levels/index.md#link-tool)
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doodads 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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Switches come in a few different styles (all cosmetic in nature and behave the
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same way):
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* On/Off "background" wall switch that faces the screen.
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* Side-profile switches to attach to the side of a wall (left and right).
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* Side-profile floor switch.
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---
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## Boolean State Doodads
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The **Boolean State Doodads** are a series of doodads which have a mutually
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exclusive state from one another, with their state toggled by the "ON/OFF"
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State Button.
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### State Button
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![Blue "On"](images/doodads/blue-button.png) ![Orange "Off"](images/doodads/orange-button.png)
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The **State Button** globally toggles the boolean state for all doodads in the
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level which are sensitive to the state.
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The player character must jump into the ON/OFF block from below and hit it with
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their head. From above, the ON/OFF block acts like a solid floor that the player
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or other mobile doodads can stand on top of.
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In the future it will be possible to bonk the ON/OFF block from the sides or
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top with enough force, but currently only hitting it from the bottom will flip
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its state.
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* When the button is **OFF**, all **blue** state doodads are active. This is the default state.
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* When the button is **ON**, all **orange** state doodads are active.
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### State Blocks
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![Blue "On"](images/doodads/blue-on.png) ![Blue "Off"](images/doodads/blue-off.png)
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![Orange "Off"](images/doodads/orange-off.png) ![Orange "On"](images/doodads/orange-on.png)
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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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### Blue & Orange Warp Doors
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![Blue Warp Door](images/doodads/warp-door-blue.gif) ![Blue "Off" Door](images/doodads/warp-blue-off.png)
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![Orange "Off" Door](images/doodads/warp-orange-off.png) ![Orange Warp Door](images/doodads/warp-door-orange.gif)
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The **Blue & Orange Warp Doors** are variants of the [Warp Door](#warp-doors) that
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are sensitive to the ON/OFF State Blocks. These doors can only be opened while the
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door is in the "ON" (active) state -- when "OFF" (drawn as a hollow dotted outline)
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the door can not be opened by the player. However, a player may still **exit** from
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a de-activated door.
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The **Blue Warp Door** is active at the same time as the **Blue State Blocks**,
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and vice versa for the **Orange Warp Door.**
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---
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## Technical Doodads
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"Technical" doodads tend to turn invisible during gameplay and have some useful
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interactions for certain situations.
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### Goal Region
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![Goal Region](images/doodads/goal-region.png)
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This doodad acts like an invisible Exit Flag, winning the level if touched by
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a player character.
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### Checkpoint Region
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![Checkpoint Region](images/doodads/checkpoint-region.png)
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This doodad acts like an invisible Checkpoint Flag, recording the player's
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progress in a level.
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### Fire Region
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![Fire Region](images/doodads/fire-region.png)
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This doodad will trigger the fail condition if touched by the player.
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### Power Source
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![Power Source](images/doodads/power-source.png)
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On level start, this doodad emits a `power(true)` signal to all linked doodads.
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Connect it to an Electric Door, for example, and the door will open immediately
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when the level begins.
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### Stall Player
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![Stall Player](images/doodads/stall-player.png)
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This doodad will freeze the player character for 250ms, one time. It is useful
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if you need to slow down the player to get some timing in your level to work
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out.
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If this doodad receives power from a linked button, it will reset the trap,
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and will freeze the player again for 250ms should they make contact with the
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doodad again.
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