Sprite Classes

Each of these classes is assigned an ID by the engine. A complete list of these constant can be found here.

Background

Background sprites are primitives with very limited interactivity. They are not animated and cannot have events. For this reason, they consume very little resources.

Antigravity Prevent objects from falling in gravity afflicted levels. This is similar to `Metal ladders` but without the sound.

Metal Ladder This is variation of `Antigravity` which plays a metal sound when walked across.

Solid down only Prevent moving down only. This allows the player to jump through these objects from underneath.

Revert to background Used to assign a background attribute to a map location. Mostly used to patch other background class object such as `solid` brick walls. deprecated

Immediately deadly Player object immediately die when they come into contact with this.

Solid Background Think of this as walls, bricks and non-moving platforms.

Stop Prevent monsters from voluntarily moving through. It has no effect on gravity.

Foreground

These classes are a step up in the food chain. They are animated and have their own event handlers.

Animated thing Non-moving object which cycles through all the assigned frames. This is mostly for decorations.

Pickup Trigger When touched by the player will automatically trigger other objects with same trigger tag, defined as recipients.

Inventory Item These objects can be collected and used as secret buddy for doors etc. ex. Keys

Open to owner This object will deny anyone except the owner of their secret buddy object. (see features)

Teleportation pad Moves the player to another location on the same level. This place is designated through a `teleportation destination` which shares the same trigger key.

Teleportation destination This is where the teleportation pad leads to. The two must have matching trigger keys.

Z-Key Switch Object will flip recipient objects with the same trigger key by hiding/showing them.

Animate Once Similar to animated things only it goes through the animation sequence once and then dies.

Solid animated Similar to animated things, except that it also acts as a solid objects. can be used for wall and such.

Player Object designate the player on a given level. any level must include at least one object of this class

Monsters

Generic Monster This monster can move up, down, left and right. The algorithm is a modified path find.

User Defined Monster This is a user programmable `Generic Monster`.

Drone UP/DOWN This monster can only move up/down.

Drone LEFT/RIGHT This monster can only move left/right.

Random Attacker Appears at random along the world borders. Moves in a straight line until it attacks.

Vampire Plant Solid Non-moving monster. Cause damages to nearby players.

Whacker UP/DOWN Similar to Platform but doesn't carry the player. Platforms and Whackers can also crush players.

Whacker LEFT/RIGHT Similar to Platform but doesn't carry the player. Platforms and Whackers can also crush players.

Platform UP/DOWN Platform such a lifts, or move blocks, which can carry player up and down. Platforms and Whackers can also crush players.

Platform LEFT/RIGHT Platform such a lifts, or move blocks, which can carry player left and right. Platforms and Whackers can also crush players.

Bullets

Player Bullet Bullets that can be used by the player.

Creature Bullet Monsters bullets that can be used by opponents.

Creating your own classes

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