Updated level creation documentation.
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@@ -37,6 +37,17 @@ If you set locked to true, the player may not leave the level until all enemies
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All objects go in an "objects" list. Here are some examples of what you can add:
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### Object Positioning
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Objects can be positioned using either:
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- `"x": 15` - Single position for objects like coffins, graves, catapults
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- `"x_range": [10, 20]` - Range for objects that span multiple positions like bone dust collections, enemy patrol areas, or hazards
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The `y` coordinate determines the vertical layer:
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- `y: 0` - Ground level (enemies, graves, catapults)
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- `y: 3` - Elevated level (bone dust, coffins)
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- `y: 12` - High level (skull storms)
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### Bone Dust
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{
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@@ -47,6 +58,8 @@ All objects go in an "objects" list. Here are some examples of what you can add:
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"static": true
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}
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The `static` property means objects don't move - they stay in their fixed positions. Static objects like bone dust and graves remain stationary, while enemies without this property can move and patrol.
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### Coffins
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{
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@@ -182,6 +195,18 @@ The maximum setting is how many skulls can be falling at once. Frequence is the
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"y": 0
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}
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#### Grasping Hands
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{
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"x_range": [40, 60],
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"y": 0,
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"type": "grasping_hands",
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"delay": 1000,
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"crumble_speed": 0.065
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}
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The ground crumbles beneath the player as undead hands reach up. The `delay` is in milliseconds before crumbling starts, and `crumble_speed` controls how fast the crumbling catches up to the player.
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## Creating New Enemies
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Want to add a new enemy type? You'll need two sound files in the sounds directory:
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